mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
More renaming and rearranging, fixed typo from earlier commit, tweaked splash and title screen code
This commit is contained in:
154
Data/Scripts/004_Game classes/001_Game_Screen.rb
Normal file
154
Data/Scripts/004_Game classes/001_Game_Screen.rb
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@@ -0,0 +1,154 @@
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#===============================================================================
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# ** Game_Screen
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#-------------------------------------------------------------------------------
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# This class handles screen maintenance data, such as change in color tone,
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# flashing, etc. Refer to "$game_screen" for the instance of this class.
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#===============================================================================
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class Game_Screen
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#-----------------------------------------------------------------------------
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# * Public Instance Variables
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#-----------------------------------------------------------------------------
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attr_reader :brightness # brightness
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attr_reader :tone # color tone
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attr_reader :flash_color # flash color
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attr_reader :shake # shake positioning
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attr_reader :pictures # pictures
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attr_reader :weather_type # weather type
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attr_reader :weather_max # max number of weather sprites
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attr_accessor :weather_duration # ticks in which the weather should fade in
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#-----------------------------------------------------------------------------
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# * Object Initialization
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#-----------------------------------------------------------------------------
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def initialize
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@brightness = 255
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@fadeout_duration = 0
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@fadein_duration = 0
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@tone = Tone.new(0, 0, 0, 0)
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@tone_target = Tone.new(0, 0, 0, 0)
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@tone_duration = 0
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@flash_color = Color.new(0, 0, 0, 0)
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@flash_duration = 0
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@shake_power = 0
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@shake_speed = 0
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@shake_duration = 0
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@shake_direction = 1
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@shake = 0
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@pictures = [nil]
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for i in 1..100
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@pictures.push(Game_Picture.new(i))
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end
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@weather_type = 0
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@weather_max = 0.0
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@weather_duration = 0
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end
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#-----------------------------------------------------------------------------
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# * Start Changing Color Tone
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# tone : color tone
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# duration : time
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#-----------------------------------------------------------------------------
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def start_tone_change(tone, duration)
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@tone_target = tone.clone
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@tone_duration = duration
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if @tone_duration == 0
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@tone = @tone_target.clone
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end
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end
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#-----------------------------------------------------------------------------
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# * Start Flashing
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# color : color
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# duration : time
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#-----------------------------------------------------------------------------
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def start_flash(color, duration)
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@flash_color = color.clone
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@flash_duration = duration
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end
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#-----------------------------------------------------------------------------
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# * Start Shaking
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# power : strength
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# speed : speed
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# duration : time
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#-----------------------------------------------------------------------------
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def start_shake(power, speed, duration)
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@shake_power = power
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@shake_speed = speed
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@shake_duration = duration
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end
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#-----------------------------------------------------------------------------
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# * Set Weather
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# type : type
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# power : strength
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# duration : time
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#-----------------------------------------------------------------------------
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def weather(type, power, duration)
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@weather_type = GameData::Weather.get(type).id
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@weather_max = (power + 1) * RPG::Weather::MAX_SPRITES / 10
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@weather_duration = duration # In 1/20ths of a seconds
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end
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#-----------------------------------------------------------------------------
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# * Frame Update
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#-----------------------------------------------------------------------------
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def update
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if @fadeout_duration && @fadeout_duration>=1
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d = @fadeout_duration
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@brightness = (@brightness*(d-1))/d
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@fadeout_duration -= 1
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end
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if @fadein_duration && @fadein_duration>=1
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d = @fadein_duration
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@brightness = (@brightness*(d-1)+255)/d
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@fadein_duration -= 1
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end
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if @tone_duration>=1
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d = @tone_duration
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@tone.red = (@tone.red*(d-1)+@tone_target.red)/d
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@tone.green = (@tone.green*(d-1)+@tone_target.green)/d
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@tone.blue = (@tone.blue*(d-1)+@tone_target.blue)/d
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@tone.gray = (@tone.gray*(d-1)+@tone_target.gray)/d
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@tone_duration -= 1
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end
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if @flash_duration>=1
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d = @flash_duration
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@flash_color.alpha = @flash_color.alpha*(d-1)/d
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@flash_duration -= 1
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end
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if @shake_duration>=1 or @shake!=0
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delta = (@shake_power*@shake_speed*@shake_direction)/10.0
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if @shake_duration<=1 and @shake*(@shake+delta)<0
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@shake = 0
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else
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@shake += delta
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end
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@shake_direction = -1 if @shake>@shake_power*2
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@shake_direction = 1 if @shake<-@shake_power*2
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@shake_duration -= 1 if @shake_duration>=1
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end
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if $game_temp.in_battle
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for i in 51..100
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@pictures[i].update
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end
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else
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for i in 1..50
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@pictures[i].update
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end
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end
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end
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end
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#===============================================================================
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#
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#===============================================================================
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def pbToneChangeAll(tone,duration)
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$game_screen.start_tone_change(tone,duration*Graphics.frame_rate/20)
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for picture in $game_screen.pictures
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picture.start_tone_change(tone,duration*Graphics.frame_rate/20) if picture
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end
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end
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def pbShake(power,speed,frames)
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$game_screen.start_shake(power,speed,frames*Graphics.frame_rate/20)
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end
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def pbFlash(color,frames)
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$game_screen.start_flash(color,frames*Graphics.frame_rate/20)
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end
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@@ -0,0 +1,61 @@
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#===============================================================================
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# ** Game_Temp
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#-------------------------------------------------------------------------------
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# This class handles temporary data that is not included with save data.
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# Refer to "$game_temp" for the instance of this class.
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#===============================================================================
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class Game_Temp
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attr_accessor :message_window_showing # message window showing
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attr_accessor :common_event_id # common event ID
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attr_accessor :in_battle # in-battle flag
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attr_accessor :battle_abort # battle flag: interrupt
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attr_accessor :battleback_name # battleback file name
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attr_accessor :in_menu # menu is open
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attr_accessor :menu_beep # menu: play sound effect flag
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attr_accessor :menu_calling # menu calling flag
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attr_accessor :debug_calling # debug calling flag
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attr_accessor :player_transferring # player place movement flag
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attr_accessor :player_new_map_id # player destination: map ID
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attr_accessor :player_new_x # player destination: x-coordinate
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attr_accessor :player_new_y # player destination: y-coordinate
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attr_accessor :player_new_direction # player destination: direction
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attr_accessor :transition_processing # transition processing flag
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attr_accessor :transition_name # transition file name
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attr_accessor :to_title # return to title screen flag
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attr_accessor :fadestate # for sprite hashes
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attr_accessor :background_bitmap
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attr_accessor :message_window_showing
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attr_accessor :transition_processing
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attr_accessor :mart_prices
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#-----------------------------------------------------------------------------
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# * Object Initialization
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#-----------------------------------------------------------------------------
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def initialize
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@message_window_showing = false
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@common_event_id = 0
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@in_battle = false
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@battle_abort = false
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@battleback_name = ''
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@in_menu = false
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@menu_beep = false
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@menu_calling = false
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@debug_calling = false
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@player_transferring = false
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@player_new_map_id = 0
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@player_new_x = 0
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@player_new_y = 0
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@player_new_direction = 0
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@transition_processing = false
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@transition_name = ""
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@to_title = false
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@fadestate = 0
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@background_bitmap = nil
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@message_window_showing = false
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@transition_processing = false
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@mart_prices = {}
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end
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def clear_mart_prices
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@mart_prices = {}
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end
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end
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@@ -0,0 +1,36 @@
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#===============================================================================
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# ** Game_Switches
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#-------------------------------------------------------------------------------
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# This class handles switches. It's a wrapper for the built-in class "Array."
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# Refer to "$game_switches" for the instance of this class.
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#===============================================================================
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class Game_Switches
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#-----------------------------------------------------------------------------
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# * Object Initialization
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#-----------------------------------------------------------------------------
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def initialize
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@data = []
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end
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#-----------------------------------------------------------------------------
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# * Get Switch
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# switch_id : switch ID
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#-----------------------------------------------------------------------------
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def [](switch_id)
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if switch_id<=5000 and @data[switch_id]!=nil
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return @data[switch_id]
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else
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return false
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end
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end
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#-----------------------------------------------------------------------------
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# * Set Switch
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# switch_id : switch ID
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# value : ON (true) / OFF (false)
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#-----------------------------------------------------------------------------
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def []=(switch_id, value)
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if switch_id<=5000
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@data[switch_id] = value
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end
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end
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end
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@@ -0,0 +1,36 @@
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#===============================================================================
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# ** Game_Variables
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#-------------------------------------------------------------------------------
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# This class handles variables. It's a wrapper for the built-in class "Array."
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# Refer to "$game_variables" for the instance of this class.
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#===============================================================================
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class Game_Variables
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#-----------------------------------------------------------------------------
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# * Object Initialization
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#-----------------------------------------------------------------------------
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def initialize
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@data = []
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end
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#-----------------------------------------------------------------------------
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# * Get Variable
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# variable_id : variable ID
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#-----------------------------------------------------------------------------
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def [](variable_id)
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if variable_id<=5000 and @data[variable_id]!=nil
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return @data[variable_id]
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else
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return 0
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end
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end
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#-----------------------------------------------------------------------------
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# * Set Variable
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# variable_id : variable ID
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# value : the variable's value
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#-----------------------------------------------------------------------------
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def []=(variable_id, value)
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if variable_id<=5000
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@data[variable_id] = value
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end
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end
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end
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@@ -0,0 +1,30 @@
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#===============================================================================
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# ** Game_SelfSwitches
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#-------------------------------------------------------------------------------
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# This class handles self switches. It's a wrapper for the built-in class
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# "Hash." Refer to "$game_self_switches" for the instance of this class.
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#===============================================================================
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class Game_SelfSwitches
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#-----------------------------------------------------------------------------
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# * Object Initialization
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#-----------------------------------------------------------------------------
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def initialize
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@data = {}
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end
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#-----------------------------------------------------------------------------
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# * Get Self Switch
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# key : key
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#-----------------------------------------------------------------------------
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def [](key)
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return (@data[key]==true) ? true : false
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end
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#-----------------------------------------------------------------------------
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# * Set Self Switch
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# key : key
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# value : ON (true) / OFF (false)
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#-----------------------------------------------------------------------------
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def []=(key, value)
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@data[key] = value
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end
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end
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286
Data/Scripts/004_Game classes/002_Game_System.rb
Normal file
286
Data/Scripts/004_Game classes/002_Game_System.rb
Normal file
@@ -0,0 +1,286 @@
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#==============================================================================
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# ** Game_System
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#------------------------------------------------------------------------------
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# This class handles data surrounding the system. Backround music, etc.
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# is managed here as well. Refer to "$game_system" for the instance of
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# this class.
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#==============================================================================
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class Game_System
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attr_reader :map_interpreter # map event interpreter
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attr_reader :battle_interpreter # battle event interpreter
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attr_accessor :timer # timer
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attr_accessor :timer_working # timer working flag
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attr_accessor :save_disabled # save forbidden
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attr_accessor :menu_disabled # menu forbidden
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attr_accessor :encounter_disabled # encounter forbidden
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attr_accessor :message_position # text option: positioning
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attr_accessor :message_frame # text option: window frame
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attr_accessor :save_count # save count
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attr_accessor :magic_number # magic number
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attr_accessor :autoscroll_x_speed
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attr_accessor :autoscroll_y_speed
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attr_accessor :bgm_position
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def initialize
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@map_interpreter = Interpreter.new(0, true)
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@battle_interpreter = Interpreter.new(0, false)
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@timer = 0
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@timer_working = false
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@save_disabled = false
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@menu_disabled = false
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@encounter_disabled = false
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@message_position = 2
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@message_frame = 0
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@save_count = 0
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@magic_number = 0
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@autoscroll_x_speed = 0
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@autoscroll_y_speed = 0
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@bgm_position = 0
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@bgs_position = 0
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end
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################################################################################
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def bgm_play(bgm)
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old_pos = @bgm_position
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@bgm_position = 0
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bgm_play_internal(bgm,0)
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@bgm_position = old_pos
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end
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def bgm_play_internal2(name,volume,pitch,position) # :nodoc:
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vol = volume
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vol *= $PokemonSystem.bgmvolume/100.0
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vol = vol.to_i
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begin
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Audio.bgm_play(name,vol,pitch,position)
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rescue ArgumentError
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Audio.bgm_play(name,vol,pitch)
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end
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end
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def bgm_play_internal(bgm,position) # :nodoc:
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@bgm_position = position if !@bgm_paused
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@playing_bgm = (bgm==nil) ? nil : bgm.clone
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if bgm!=nil and bgm.name!=""
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if FileTest.audio_exist?("Audio/BGM/"+bgm.name)
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bgm_play_internal2("Audio/BGM/"+bgm.name,
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bgm.volume,bgm.pitch,@bgm_position) if !@defaultBGM
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end
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else
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@bgm_position = position if !@bgm_paused
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@playing_bgm = nil
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Audio.bgm_stop if !@defaultBGM
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end
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if @defaultBGM
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bgm_play_internal2("Audio/BGM/"+@defaultBGM.name,
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@defaultBGM.volume,@defaultBGM.pitch,@bgm_position)
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end
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Graphics.frame_reset
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end
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def bgm_pause(fadetime=0.0) # :nodoc:
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pos = Audio.bgm_pos rescue 0
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self.bgm_fade(fadetime) if fadetime>0.0
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@bgm_position = pos
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@bgm_paused = true
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end
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def bgm_unpause # :nodoc:
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@bgm_position = 0
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@bgm_paused = false
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end
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def bgm_resume(bgm) # :nodoc:
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if @bgm_paused
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self.bgm_play_internal(bgm,@bgm_position)
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@bgm_position = 0
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@bgm_paused = false
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end
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end
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def bgm_stop # :nodoc:
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@bgm_position = 0 if !@bgm_paused
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@playing_bgm = nil
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Audio.bgm_stop if !@defaultBGM
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||||
end
|
||||
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def bgm_fade(time) # :nodoc:
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@bgm_position = 0 if !@bgm_paused
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@playing_bgm = nil
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Audio.bgm_fade((time*1000).floor) if !@defaultBGM
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end
|
||||
|
||||
def playing_bgm
|
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return @playing_bgm
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end
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||||
|
||||
# Saves the currently playing background music for later playback.
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def bgm_memorize
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@memorized_bgm = @playing_bgm
|
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end
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|
||||
# Plays the currently memorized background music
|
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def bgm_restore
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bgm_play(@memorized_bgm)
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end
|
||||
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||||
# Returns an RPG::AudioFile object for the currently playing background music
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def getPlayingBGM
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return (@playing_bgm) ? @playing_bgm.clone : nil
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end
|
||||
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||||
def setDefaultBGM(bgm,volume=80,pitch=100)
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bgm = RPG::AudioFile.new(bgm,volume,pitch) if bgm.is_a?(String)
|
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if bgm!=nil and bgm.name!=""
|
||||
@defaultBGM = nil
|
||||
self.bgm_play(bgm)
|
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@defaultBGM = bgm.clone
|
||||
else
|
||||
@defaultBGM = nil
|
||||
self.bgm_play(@playing_bgm)
|
||||
end
|
||||
end
|
||||
|
||||
################################################################################
|
||||
|
||||
def me_play(me)
|
||||
me = RPG::AudioFile.new(me) if me.is_a?(String)
|
||||
if me!=nil and me.name!=""
|
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if FileTest.audio_exist?("Audio/ME/"+me.name)
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||||
vol = me.volume
|
||||
vol *= $PokemonSystem.bgmvolume/100.0
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||||
vol = vol.to_i
|
||||
Audio.me_play("Audio/ME/"+me.name,vol,me.pitch)
|
||||
end
|
||||
else
|
||||
Audio.me_stop
|
||||
end
|
||||
Graphics.frame_reset
|
||||
end
|
||||
|
||||
################################################################################
|
||||
|
||||
def bgs_play(bgs)
|
||||
@playing_bgs = (bgs==nil) ? nil : bgs.clone
|
||||
if bgs!=nil and bgs.name!=""
|
||||
if FileTest.audio_exist?("Audio/BGS/"+bgs.name)
|
||||
vol = bgs.volume
|
||||
vol *= $PokemonSystem.sevolume/100.0
|
||||
vol = vol.to_i
|
||||
Audio.bgs_play("Audio/BGS/"+bgs.name,vol,bgs.pitch)
|
||||
end
|
||||
else
|
||||
@bgs_position = 0
|
||||
@playing_bgs = nil
|
||||
Audio.bgs_stop
|
||||
end
|
||||
Graphics.frame_reset
|
||||
end
|
||||
|
||||
def bgs_pause(fadetime=0.0) # :nodoc:
|
||||
if fadetime>0.0
|
||||
self.bgs_fade(fadetime)
|
||||
else
|
||||
self.bgs_stop
|
||||
end
|
||||
@bgs_paused = true
|
||||
end
|
||||
|
||||
def bgs_unpause # :nodoc:
|
||||
@bgs_paused = false
|
||||
end
|
||||
|
||||
def bgs_resume(bgs) # :nodoc:
|
||||
if @bgs_paused
|
||||
self.bgs_play(bgs)
|
||||
@bgs_paused = false
|
||||
end
|
||||
end
|
||||
|
||||
def bgs_stop
|
||||
@bgs_position = 0
|
||||
@playing_bgs = nil
|
||||
Audio.bgs_stop
|
||||
end
|
||||
|
||||
def bgs_fade(time)
|
||||
@bgs_position = 0
|
||||
@playing_bgs = nil
|
||||
Audio.bgs_fade((time*1000).floor)
|
||||
end
|
||||
|
||||
def playing_bgs
|
||||
return @playing_bgs
|
||||
end
|
||||
|
||||
def bgs_memorize
|
||||
@memorized_bgs = @playing_bgs
|
||||
end
|
||||
|
||||
def bgs_restore
|
||||
bgs_play(@memorized_bgs)
|
||||
end
|
||||
|
||||
def getPlayingBGS
|
||||
return (@playing_bgs) ? @playing_bgs.clone : nil
|
||||
end
|
||||
|
||||
################################################################################
|
||||
|
||||
def se_play(se)
|
||||
se = RPG::AudioFile.new(se) if se.is_a?(String)
|
||||
if se!=nil and se.name!="" && FileTest.audio_exist?("Audio/SE/"+se.name)
|
||||
vol = se.volume
|
||||
vol *= $PokemonSystem.sevolume/100.0
|
||||
vol = vol.to_i
|
||||
Audio.se_play("Audio/SE/"+se.name,vol,se.pitch)
|
||||
end
|
||||
end
|
||||
|
||||
def se_stop
|
||||
Audio.se_stop
|
||||
end
|
||||
|
||||
################################################################################
|
||||
|
||||
def battle_bgm
|
||||
return (@battle_bgm) ? @battle_bgm : $data_system.battle_bgm
|
||||
end
|
||||
|
||||
def battle_bgm=(battle_bgm)
|
||||
@battle_bgm = battle_bgm
|
||||
end
|
||||
|
||||
def battle_end_me
|
||||
return (@battle_end_me) ? @battle_end_me : $data_system.battle_end_me
|
||||
end
|
||||
|
||||
def battle_end_me=(battle_end_me)
|
||||
@battle_end_me = battle_end_me
|
||||
end
|
||||
|
||||
################################################################################
|
||||
|
||||
def windowskin_name
|
||||
if @windowskin_name==nil
|
||||
return $data_system.windowskin_name
|
||||
else
|
||||
return @windowskin_name
|
||||
end
|
||||
end
|
||||
|
||||
def windowskin_name=(windowskin_name)
|
||||
@windowskin_name = windowskin_name
|
||||
end
|
||||
|
||||
def update
|
||||
@timer -= 1 if @timer_working and @timer>0
|
||||
if Input.trigger?(Input::Z) && pbCurrentEventCommentInput(1,"Cut Scene")
|
||||
event = @map_interpreter.get_character(0)
|
||||
@map_interpreter.pbSetSelfSwitch(event.id,"A",true)
|
||||
@map_interpreter.command_end
|
||||
event.start
|
||||
end
|
||||
end
|
||||
end
|
||||
156
Data/Scripts/004_Game classes/003_Game_Picture.rb
Normal file
156
Data/Scripts/004_Game classes/003_Game_Picture.rb
Normal file
@@ -0,0 +1,156 @@
|
||||
#===============================================================================
|
||||
# ** Game_Picture
|
||||
#-------------------------------------------------------------------------------
|
||||
# This class handles the picture. It's used within the Game_Screen class
|
||||
# ($game_screen).
|
||||
#===============================================================================
|
||||
|
||||
class Game_Picture
|
||||
#-----------------------------------------------------------------------------
|
||||
# * Public Instance Variables
|
||||
#-----------------------------------------------------------------------------
|
||||
attr_reader :number # picture number
|
||||
attr_reader :name # file name
|
||||
attr_reader :origin # starting point
|
||||
attr_reader :x # x-coordinate
|
||||
attr_reader :y # y-coordinate
|
||||
attr_reader :zoom_x # x directional zoom rate
|
||||
attr_reader :zoom_y # y directional zoom rate
|
||||
attr_reader :opacity # opacity level
|
||||
attr_reader :blend_type # blend method
|
||||
attr_reader :tone # color tone
|
||||
attr_reader :angle # rotation angle
|
||||
#-----------------------------------------------------------------------------
|
||||
# * Object Initialization
|
||||
# number : picture number
|
||||
#-----------------------------------------------------------------------------
|
||||
def initialize(number)
|
||||
@number = number
|
||||
@name = ""
|
||||
@origin = 0
|
||||
@x = 0.0
|
||||
@y = 0.0
|
||||
@zoom_x = 100.0
|
||||
@zoom_y = 100.0
|
||||
@opacity = 255.0
|
||||
@blend_type = 1
|
||||
@duration = 0
|
||||
@target_x = @x
|
||||
@target_y = @y
|
||||
@target_zoom_x = @zoom_x
|
||||
@target_zoom_y = @zoom_y
|
||||
@target_opacity = @opacity
|
||||
@tone = Tone.new(0, 0, 0, 0)
|
||||
@tone_target = Tone.new(0, 0, 0, 0)
|
||||
@tone_duration = 0
|
||||
@angle = 0
|
||||
@rotate_speed = 0
|
||||
end
|
||||
#-----------------------------------------------------------------------------
|
||||
# * Show Picture
|
||||
# name : file name
|
||||
# origin : starting point
|
||||
# x : x-coordinate
|
||||
# y : y-coordinate
|
||||
# zoom_x : x directional zoom rate
|
||||
# zoom_y : y directional zoom rate
|
||||
# opacity : opacity level
|
||||
# blend_type : blend method
|
||||
#-----------------------------------------------------------------------------
|
||||
def show(name, origin, x, y, zoom_x, zoom_y, opacity, blend_type)
|
||||
@name = name
|
||||
@origin = origin
|
||||
@x = x.to_f
|
||||
@y = y.to_f
|
||||
@zoom_x = zoom_x.to_f
|
||||
@zoom_y = zoom_y.to_f
|
||||
@opacity = opacity.to_f
|
||||
@blend_type = blend_type ? blend_type : 0
|
||||
@duration = 0
|
||||
@target_x = @x
|
||||
@target_y = @y
|
||||
@target_zoom_x = @zoom_x
|
||||
@target_zoom_y = @zoom_y
|
||||
@target_opacity = @opacity
|
||||
@tone = Tone.new(0, 0, 0, 0)
|
||||
@tone_target = Tone.new(0, 0, 0, 0)
|
||||
@tone_duration = 0
|
||||
@angle = 0
|
||||
@rotate_speed = 0
|
||||
end
|
||||
#-----------------------------------------------------------------------------
|
||||
# * Move Picture
|
||||
# duration : time
|
||||
# origin : starting point
|
||||
# x : x-coordinate
|
||||
# y : y-coordinate
|
||||
# zoom_x : x directional zoom rate
|
||||
# zoom_y : y directional zoom rate
|
||||
# opacity : opacity level
|
||||
# blend_type : blend method
|
||||
#-----------------------------------------------------------------------------
|
||||
def move(duration, origin, x, y, zoom_x, zoom_y, opacity, blend_type)
|
||||
@duration = duration
|
||||
@origin = origin
|
||||
@target_x = x.to_f
|
||||
@target_y = y.to_f
|
||||
@target_zoom_x = zoom_x.to_f
|
||||
@target_zoom_y = zoom_y.to_f
|
||||
@target_opacity = opacity.to_f
|
||||
@blend_type = blend_type ? blend_type : 0
|
||||
end
|
||||
#-----------------------------------------------------------------------------
|
||||
# * Change Rotation Speed
|
||||
# speed : rotation speed
|
||||
#-----------------------------------------------------------------------------
|
||||
def rotate(speed)
|
||||
@rotate_speed = speed
|
||||
end
|
||||
#-----------------------------------------------------------------------------
|
||||
# * Start Change of Color Tone
|
||||
# tone : color tone
|
||||
# duration : time
|
||||
#-----------------------------------------------------------------------------
|
||||
def start_tone_change(tone, duration)
|
||||
@tone_target = tone.clone
|
||||
@tone_duration = duration
|
||||
if @tone_duration == 0
|
||||
@tone = @tone_target.clone
|
||||
end
|
||||
end
|
||||
#-----------------------------------------------------------------------------
|
||||
# * Erase Picture
|
||||
#-----------------------------------------------------------------------------
|
||||
def erase
|
||||
@name = ""
|
||||
end
|
||||
#-----------------------------------------------------------------------------
|
||||
# * Frame Update
|
||||
#-----------------------------------------------------------------------------
|
||||
def update
|
||||
if @duration >= 1
|
||||
d = @duration
|
||||
@x = (@x * (d - 1) + @target_x) / d
|
||||
@y = (@y * (d - 1) + @target_y) / d
|
||||
@zoom_x = (@zoom_x * (d - 1) + @target_zoom_x) / d
|
||||
@zoom_y = (@zoom_y * (d - 1) + @target_zoom_y) / d
|
||||
@opacity = (@opacity * (d - 1) + @target_opacity) / d
|
||||
@duration -= 1
|
||||
end
|
||||
if @tone_duration >= 1
|
||||
d = @tone_duration
|
||||
@tone.red = (@tone.red * (d - 1) + @tone_target.red) / d
|
||||
@tone.green = (@tone.green * (d - 1) + @tone_target.green) / d
|
||||
@tone.blue = (@tone.blue * (d - 1) + @tone_target.blue) / d
|
||||
@tone.gray = (@tone.gray * (d - 1) + @tone_target.gray) / d
|
||||
@tone_duration -= 1
|
||||
end
|
||||
if @rotate_speed != 0
|
||||
@angle += @rotate_speed / 2.0
|
||||
while @angle < 0
|
||||
@angle += 360
|
||||
end
|
||||
@angle %= 360
|
||||
end
|
||||
end
|
||||
end
|
||||
468
Data/Scripts/004_Game classes/004_Game_Map.rb
Normal file
468
Data/Scripts/004_Game classes/004_Game_Map.rb
Normal file
@@ -0,0 +1,468 @@
|
||||
#==============================================================================
|
||||
# ** Game_Map
|
||||
#------------------------------------------------------------------------------
|
||||
# This class handles the map. It includes scrolling and passable determining
|
||||
# functions. Refer to "$game_map" for the instance of this class.
|
||||
#==============================================================================
|
||||
class Game_Map
|
||||
attr_accessor :map_id
|
||||
attr_accessor :tileset_name # tileset file name
|
||||
attr_accessor :autotile_names # autotile file name
|
||||
attr_reader :passages # passage table
|
||||
attr_reader :priorities # priority table
|
||||
attr_reader :terrain_tags # terrain tag table
|
||||
attr_reader :events # events
|
||||
attr_accessor :panorama_name # panorama file name
|
||||
attr_accessor :panorama_hue # panorama hue
|
||||
attr_accessor :fog_name # fog file name
|
||||
attr_accessor :fog_hue # fog hue
|
||||
attr_accessor :fog_opacity # fog opacity level
|
||||
attr_accessor :fog_blend_type # fog blending method
|
||||
attr_accessor :fog_zoom # fog zoom rate
|
||||
attr_accessor :fog_sx # fog sx
|
||||
attr_accessor :fog_sy # fog sy
|
||||
attr_reader :fog_ox # fog x-coordinate starting point
|
||||
attr_reader :fog_oy # fog y-coordinate starting point
|
||||
attr_reader :fog_tone # fog color tone
|
||||
attr_accessor :battleback_name # battleback file name
|
||||
attr_reader :display_x # display x-coordinate * 128
|
||||
attr_reader :display_y # display y-coordinate * 128
|
||||
attr_accessor :need_refresh # refresh request flag
|
||||
|
||||
TILE_WIDTH = 32
|
||||
TILE_HEIGHT = 32
|
||||
X_SUBPIXELS = 4
|
||||
Y_SUBPIXELS = 4
|
||||
REAL_RES_X = TILE_WIDTH * X_SUBPIXELS
|
||||
REAL_RES_Y = TILE_HEIGHT * Y_SUBPIXELS
|
||||
|
||||
def initialize
|
||||
@map_id = 0
|
||||
@display_x = 0
|
||||
@display_y = 0
|
||||
end
|
||||
|
||||
def setup(map_id)
|
||||
@map_id = map_id
|
||||
@map = load_data(sprintf("Data/Map%03d.rxdata",map_id))
|
||||
tileset = $data_tilesets[@map.tileset_id]
|
||||
updateTileset
|
||||
@fog_ox = 0
|
||||
@fog_oy = 0
|
||||
@fog_tone = Tone.new(0, 0, 0, 0)
|
||||
@fog_tone_target = Tone.new(0, 0, 0, 0)
|
||||
@fog_tone_duration = 0
|
||||
@fog_opacity_duration = 0
|
||||
@fog_opacity_target = 0
|
||||
self.display_x = 0
|
||||
self.display_y = 0
|
||||
@need_refresh = false
|
||||
Events.onMapCreate.trigger(self,map_id,@map,tileset)
|
||||
@events = {}
|
||||
for i in @map.events.keys
|
||||
@events[i] = Game_Event.new(@map_id, @map.events[i],self)
|
||||
end
|
||||
# TODO: These should be moved to Spriteset_Global as we only need one copy of them.
|
||||
@common_events = {}
|
||||
for i in 1...$data_common_events.size
|
||||
@common_events[i] = Game_CommonEvent.new(i)
|
||||
end
|
||||
@scroll_direction = 2
|
||||
@scroll_rest = 0
|
||||
@scroll_speed = 4
|
||||
end
|
||||
|
||||
def updateTileset
|
||||
tileset = $data_tilesets[@map.tileset_id]
|
||||
@tileset_name = tileset.tileset_name
|
||||
@autotile_names = tileset.autotile_names
|
||||
@panorama_name = tileset.panorama_name
|
||||
@panorama_hue = tileset.panorama_hue
|
||||
@fog_name = tileset.fog_name
|
||||
@fog_hue = tileset.fog_hue
|
||||
@fog_opacity = tileset.fog_opacity
|
||||
@fog_blend_type = tileset.fog_blend_type
|
||||
@fog_zoom = tileset.fog_zoom
|
||||
@fog_sx = tileset.fog_sx
|
||||
@fog_sy = tileset.fog_sy
|
||||
@battleback_name = tileset.battleback_name
|
||||
@passages = tileset.passages
|
||||
@priorities = tileset.priorities
|
||||
@terrain_tags = tileset.terrain_tags
|
||||
end
|
||||
|
||||
def width; return @map.width; end
|
||||
def height; return @map.height; end
|
||||
def encounter_list; return @map.encounter_list; end
|
||||
def encounter_step; return @map.encounter_step; end
|
||||
def data; return @map.data; end
|
||||
|
||||
def name
|
||||
ret = pbGetMessage(MessageTypes::MapNames,@map_id)
|
||||
ret.gsub!(/\\PN/,$Trainer.name) if $Trainer
|
||||
return ret
|
||||
end
|
||||
#-----------------------------------------------------------------------------
|
||||
# * Autoplays background music
|
||||
# Plays music called "[normal BGM]_n" if it's night time and it exists
|
||||
#-----------------------------------------------------------------------------
|
||||
def autoplayAsCue
|
||||
if @map.autoplay_bgm
|
||||
if PBDayNight.isNight? && FileTest.audio_exist?("Audio/BGM/"+ @map.bgm.name+ "_n")
|
||||
pbCueBGM(@map.bgm.name+"_n",1.0,@map.bgm.volume,@map.bgm.pitch)
|
||||
else
|
||||
pbCueBGM(@map.bgm,1.0)
|
||||
end
|
||||
end
|
||||
if @map.autoplay_bgs
|
||||
pbBGSPlay(@map.bgs)
|
||||
end
|
||||
end
|
||||
#-----------------------------------------------------------------------------
|
||||
# * Plays background music
|
||||
# Plays music called "[normal BGM]_n" if it's night time and it exists
|
||||
#-----------------------------------------------------------------------------
|
||||
def autoplay
|
||||
if @map.autoplay_bgm
|
||||
if PBDayNight.isNight? && FileTest.audio_exist?("Audio/BGM/"+ @map.bgm.name+ "_n")
|
||||
pbBGMPlay(@map.bgm.name+"_n",@map.bgm.volume,@map.bgm.pitch)
|
||||
else
|
||||
pbBGMPlay(@map.bgm)
|
||||
end
|
||||
end
|
||||
if @map.autoplay_bgs
|
||||
pbBGSPlay(@map.bgs)
|
||||
end
|
||||
end
|
||||
|
||||
def valid?(x, y)
|
||||
return (x>=0 and x<width and y>=0 and y<height)
|
||||
end
|
||||
|
||||
def validLax?(x, y)
|
||||
return (x>=-10 and x<=width+10 and y>=-10 and y<=height+10)
|
||||
end
|
||||
|
||||
def passable?(x, y, d, self_event = nil)
|
||||
return false if !valid?(x, y)
|
||||
bit = (1 << (d / 2 - 1)) & 0x0f
|
||||
for event in events.values
|
||||
next if event.tile_id <= 0
|
||||
next if event == self_event
|
||||
next if !event.at_coordinate?(x, y)
|
||||
next if event.through
|
||||
next if GameData::TerrainTag.try_get(@terrain_tags[event.tile_id]).ignore_passability
|
||||
passage = @passages[event.tile_id]
|
||||
return false if passage & bit != 0
|
||||
return false if passage & 0x0f == 0x0f
|
||||
return true if @priorities[event.tile_id] == 0
|
||||
end
|
||||
return playerPassable?(x, y, d, self_event) if self_event==$game_player
|
||||
# All other events
|
||||
newx = x
|
||||
newy = y
|
||||
case d
|
||||
when 1
|
||||
newx -= 1
|
||||
newy += 1
|
||||
when 2
|
||||
newy += 1
|
||||
when 3
|
||||
newx += 1
|
||||
newy += 1
|
||||
when 4
|
||||
newx -= 1
|
||||
when 6
|
||||
newx += 1
|
||||
when 7
|
||||
newx -= 1
|
||||
newy -= 1
|
||||
when 8
|
||||
newy -= 1
|
||||
when 9
|
||||
newx += 1
|
||||
newy -= 1
|
||||
end
|
||||
return false if !valid?(newx, newy)
|
||||
for i in [2, 1, 0]
|
||||
tile_id = data[x, y, i]
|
||||
terrain = GameData::TerrainTag.try_get(@terrain_tags[tile_id])
|
||||
# If already on water, only allow movement to another water tile
|
||||
if self_event != nil && terrain.can_surf_freely
|
||||
for j in [2, 1, 0]
|
||||
facing_tile_id = data[newx, newy, j]
|
||||
return false if facing_tile_id == nil
|
||||
facing_terrain = GameData::TerrainTag.try_get(@terrain_tags[facing_tile_id])
|
||||
if facing_terrain.id != :None && !facing_terrain.ignore_passability
|
||||
return facing_terrain.can_surf_freely
|
||||
end
|
||||
end
|
||||
return false
|
||||
# Can't walk onto ice
|
||||
elsif terrain.ice
|
||||
return false
|
||||
elsif self_event != nil && self_event.x == x && self_event.y == y
|
||||
# Can't walk onto ledges
|
||||
for j in [2, 1, 0]
|
||||
facing_tile_id = data[newx, newy, j]
|
||||
return false if facing_tile_id == nil
|
||||
return false if GameData::TerrainTag.try_get(@terrain_tags[facing_tile_id]).ledge
|
||||
break
|
||||
end
|
||||
end
|
||||
# Regular passability checks
|
||||
if !terrain || !terrain.ignore_passability
|
||||
passage = @passages[tile_id]
|
||||
return false if passage & bit != 0 || passage & 0x0f == 0x0f
|
||||
return true if @priorities[tile_id] == 0
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
def playerPassable?(x, y, d, self_event = nil)
|
||||
bit = (1 << (d / 2 - 1)) & 0x0f
|
||||
for i in [2, 1, 0]
|
||||
tile_id = data[x, y, i]
|
||||
terrain = GameData::TerrainTag.try_get(@terrain_tags[tile_id])
|
||||
passage = @passages[tile_id]
|
||||
if terrain
|
||||
# Ignore bridge tiles if not on a bridge
|
||||
next if terrain.bridge && $PokemonGlobal.bridge == 0
|
||||
# Make water tiles passable if player is surfing
|
||||
return true if $PokemonGlobal.surfing && terrain.can_surf && !terrain.waterfall
|
||||
# Prevent cycling in really tall grass/on ice
|
||||
return false if $PokemonGlobal.bicycle && terrain.must_walk
|
||||
# Depend on passability of bridge tile if on bridge
|
||||
if terrain.bridge && $PokemonGlobal.bridge > 0
|
||||
return (passage & bit == 0 && passage & 0x0f != 0x0f)
|
||||
end
|
||||
end
|
||||
# Regular passability checks
|
||||
if !terrain || !terrain.ignore_passability
|
||||
return false if passage & bit != 0 || passage & 0x0f == 0x0f
|
||||
return true if @priorities[tile_id] == 0
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
# Returns whether the position x,y is fully passable (there is no blocking
|
||||
# event there, and the tile is fully passable in all directions)
|
||||
def passableStrict?(x, y, d, self_event = nil)
|
||||
return false if !valid?(x, y)
|
||||
for event in events.values
|
||||
next if event == self_event || event.tile_id < 0 || event.through
|
||||
next if !event.at_coordinate?(x, y)
|
||||
next if GameData::TerrainTag.try_get(@terrain_tags[event.tile_id]).ignore_passability
|
||||
return false if @passages[event.tile_id] & 0x0f != 0
|
||||
return true if @priorities[event.tile_id] == 0
|
||||
end
|
||||
for i in [2, 1, 0]
|
||||
tile_id = data[x, y, i]
|
||||
next if GameData::TerrainTag.try_get(@terrain_tags[tile_id]).ignore_passability
|
||||
return false if @passages[tile_id] & 0x0f != 0
|
||||
return true if @priorities[tile_id] == 0
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
def bush?(x,y)
|
||||
for i in [2, 1, 0]
|
||||
tile_id = data[x, y, i]
|
||||
return false if GameData::TerrainTag.try_get(@terrain_tags[tile_id]).bridge &&
|
||||
$PokemonGlobal.bridge > 0
|
||||
return true if @passages[tile_id] & 0x40 == 0x40
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
def deepBush?(x,y)
|
||||
for i in [2, 1, 0]
|
||||
tile_id = data[x, y, i]
|
||||
terrain = GameData::TerrainTag.try_get(@terrain_tags[tile_id])
|
||||
return false if terrain.bridge && $PokemonGlobal.bridge > 0
|
||||
return true if terrain.deep_bush && @passages[tile_id] & 0x40 == 0x40
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
def counter?(x,y)
|
||||
for i in [2, 1, 0]
|
||||
tile_id = data[x, y, i]
|
||||
passage = @passages[tile_id]
|
||||
return true if passage & 0x80 == 0x80
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
def terrain_tag(x,y,countBridge=false)
|
||||
if valid?(x, y)
|
||||
for i in [2, 1, 0]
|
||||
tile_id = data[x, y, i]
|
||||
terrain = GameData::TerrainTag.try_get(@terrain_tags[tile_id])
|
||||
next if terrain.id == :None || terrain.ignore_passability
|
||||
next if !countBridge && terrain.bridge && $PokemonGlobal.bridge == 0
|
||||
return terrain
|
||||
end
|
||||
end
|
||||
return GameData::TerrainTag.get(:None)
|
||||
end
|
||||
|
||||
# Unused.
|
||||
def check_event(x,y)
|
||||
for event in self.events.values
|
||||
return event.id if event.at_coordinate?(x, y)
|
||||
end
|
||||
end
|
||||
|
||||
def display_x=(value)
|
||||
return if @display_x == value
|
||||
@display_x = value
|
||||
if GameData::MapMetadata.exists?(self.map_id) && GameData::MapMetadata.get(self.map_id).snap_edges
|
||||
max_x = (self.width - Graphics.width*1.0/TILE_WIDTH) * REAL_RES_X
|
||||
@display_x = [0, [@display_x, max_x].min].max
|
||||
end
|
||||
$MapFactory.setMapsInRange if $MapFactory
|
||||
end
|
||||
|
||||
def display_y=(value)
|
||||
return if @display_y == value
|
||||
@display_y = value
|
||||
if GameData::MapMetadata.exists?(self.map_id) && GameData::MapMetadata.get(self.map_id).snap_edges
|
||||
max_y = (self.height - Graphics.height*1.0/TILE_HEIGHT) * REAL_RES_Y
|
||||
@display_y = [0, [@display_y, max_y].min].max
|
||||
end
|
||||
$MapFactory.setMapsInRange if $MapFactory
|
||||
end
|
||||
|
||||
def scroll_up(distance)
|
||||
self.display_y -= distance
|
||||
end
|
||||
|
||||
def scroll_down(distance)
|
||||
self.display_y += distance
|
||||
end
|
||||
|
||||
def scroll_left(distance)
|
||||
self.display_x -= distance
|
||||
end
|
||||
|
||||
def scroll_right(distance)
|
||||
self.display_x += distance
|
||||
end
|
||||
|
||||
def start_scroll(direction, distance, speed)
|
||||
@scroll_direction = direction
|
||||
if direction==2 || direction==8 # down or up
|
||||
@scroll_rest = distance * REAL_RES_Y
|
||||
else
|
||||
@scroll_rest = distance * REAL_RES_X
|
||||
end
|
||||
@scroll_speed = speed
|
||||
end
|
||||
|
||||
def scrolling?
|
||||
return @scroll_rest > 0
|
||||
end
|
||||
|
||||
def start_fog_tone_change(tone,duration)
|
||||
@fog_tone_target = tone.clone
|
||||
@fog_tone_duration = duration
|
||||
if @fog_tone_duration == 0
|
||||
@fog_tone = @fog_tone_target.clone
|
||||
end
|
||||
end
|
||||
|
||||
def start_fog_opacity_change(opacity,duration)
|
||||
@fog_opacity_target = opacity*1.0
|
||||
@fog_opacity_duration = duration
|
||||
if @fog_opacity_duration==0
|
||||
@fog_opacity = @fog_opacity_target
|
||||
end
|
||||
end
|
||||
|
||||
def refresh
|
||||
for event in @events.values
|
||||
event.refresh
|
||||
end
|
||||
for common_event in @common_events.values
|
||||
common_event.refresh
|
||||
end
|
||||
@need_refresh = false
|
||||
end
|
||||
|
||||
def update
|
||||
# refresh maps if necessary
|
||||
if $MapFactory
|
||||
for i in $MapFactory.maps
|
||||
i.refresh if i.need_refresh
|
||||
end
|
||||
$MapFactory.setCurrentMap
|
||||
end
|
||||
# If scrolling
|
||||
if @scroll_rest>0
|
||||
distance = (1<<@scroll_speed)*40.0/Graphics.frame_rate
|
||||
distance = @scroll_rest if distance>@scroll_rest
|
||||
case @scroll_direction
|
||||
when 2 then scroll_down(distance)
|
||||
when 4 then scroll_left(distance)
|
||||
when 6 then scroll_right(distance)
|
||||
when 8 then scroll_up(distance)
|
||||
end
|
||||
@scroll_rest -= distance
|
||||
end
|
||||
# Only update events that are on-screen
|
||||
for event in @events.values
|
||||
event.update
|
||||
end
|
||||
# Update common events
|
||||
for common_event in @common_events.values
|
||||
common_event.update
|
||||
end
|
||||
# Update fog
|
||||
@fog_ox -= @fog_sx/8.0
|
||||
@fog_oy -= @fog_sy/8.0
|
||||
if @fog_tone_duration>=1
|
||||
d = @fog_tone_duration
|
||||
target = @fog_tone_target
|
||||
@fog_tone.red = (@fog_tone.red * (d - 1) + target.red) / d
|
||||
@fog_tone.green = (@fog_tone.green * (d - 1) + target.green) / d
|
||||
@fog_tone.blue = (@fog_tone.blue * (d - 1) + target.blue) / d
|
||||
@fog_tone.gray = (@fog_tone.gray * (d - 1) + target.gray) / d
|
||||
@fog_tone_duration -= 1
|
||||
end
|
||||
if @fog_opacity_duration >= 1
|
||||
d = @fog_opacity_duration
|
||||
@fog_opacity = (@fog_opacity * (d - 1) + @fog_opacity_target) / d
|
||||
@fog_opacity_duration -= 1
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
#===============================================================================
|
||||
#
|
||||
#===============================================================================
|
||||
def pbScrollMap(direction,distance,speed)
|
||||
if speed==0
|
||||
case direction
|
||||
when 2 then $game_map.scroll_down(distance * Game_Map::REAL_RES_Y)
|
||||
when 4 then $game_map.scroll_left(distance * Game_Map::REAL_RES_X)
|
||||
when 6 then $game_map.scroll_right(distance * Game_Map::REAL_RES_X)
|
||||
when 8 then $game_map.scroll_up(distance * Game_Map::REAL_RES_Y)
|
||||
end
|
||||
else
|
||||
$game_map.start_scroll(direction, distance, speed)
|
||||
oldx = $game_map.display_x
|
||||
oldy = $game_map.display_y
|
||||
loop do
|
||||
Graphics.update
|
||||
Input.update
|
||||
break if !$game_map.scrolling?
|
||||
pbUpdateSceneMap
|
||||
break if $game_map.display_x==oldx && $game_map.display_y==oldy
|
||||
oldx = $game_map.display_x
|
||||
oldy = $game_map.display_y
|
||||
end
|
||||
end
|
||||
end
|
||||
194
Data/Scripts/004_Game classes/005_Game_MapAutoscroll.rb
Normal file
194
Data/Scripts/004_Game classes/005_Game_MapAutoscroll.rb
Normal file
@@ -0,0 +1,194 @@
|
||||
#===============================================================================
|
||||
# ** Map Autoscroll
|
||||
#-------------------------------------------------------------------------------
|
||||
# Wachunga
|
||||
# Version 1.02
|
||||
# 2005-12-18
|
||||
#===============================================================================
|
||||
=begin
|
||||
|
||||
This script supplements the built-in "Scroll Map" event command with the
|
||||
aim of simplifying cutscenes (and map scrolling in general). Whereas the
|
||||
normal event command requires a direction and number of tiles to scroll,
|
||||
Map Autoscroll scrolls the map to center on the tile whose x and y
|
||||
coordinates are given.
|
||||
|
||||
FEATURES
|
||||
- automatic map scrolling to given x,y coordinate (or player)
|
||||
- destination is fixed, so it's possible to scroll to same place even if
|
||||
origin is variable (e.g. moving NPC)
|
||||
- variable speed (just like "Scroll Map" event command)
|
||||
- diagonal scrolling supported
|
||||
|
||||
SETUP
|
||||
Instead of a "Scroll Map" event command, use the "Call Script" command
|
||||
and enter on the following on the first line:
|
||||
|
||||
autoscroll(x,y)
|
||||
|
||||
(replacing "x" and "y" with the x and y coordinates of the tile to scroll to)
|
||||
|
||||
To specify a scroll speed other than the default (4), use:
|
||||
|
||||
autoscroll(x,y,speed)
|
||||
|
||||
(now also replacing "speed" with the scroll speed from 1-6)
|
||||
|
||||
Diagonal scrolling happens automatically when the destination is diagonal
|
||||
relative to the starting point (i.e., not directly up, down, left or right).
|
||||
|
||||
To scroll to the player, instead use the following:
|
||||
|
||||
autoscroll_player(speed)
|
||||
|
||||
Note: because of how the interpreter and the "Call Script" event command
|
||||
are setup, the call to autoscroll(...) can only be on the first line of
|
||||
the "Call Script" event command (and not flowing down to subsequent lines).
|
||||
|
||||
For example, the following call may not work as expected:
|
||||
|
||||
autoscroll($game_variables[1],
|
||||
$game_variables[2])
|
||||
|
||||
(since the long argument names require dropping down to a second line)
|
||||
A work-around is to setup new variables with shorter names in a preceding
|
||||
(separate) "Call Script" event command:
|
||||
|
||||
@x = $game_variables[1]
|
||||
@y = $game_variables[2]
|
||||
|
||||
and then use those as arguments:
|
||||
|
||||
autoscroll(@x,@y)
|
||||
|
||||
The renaming must be in a separate "Call Script" because otherwise
|
||||
the call to autoscroll(...) isn't on the first line.
|
||||
|
||||
Originally requested by militantmilo80:
|
||||
http://www.rmxp.net/forums/index.php?showtopic=29519
|
||||
|
||||
=end
|
||||
|
||||
class Interpreter
|
||||
SCROLL_SPEED_DEFAULT = 4
|
||||
#-----------------------------------------------------------------------------
|
||||
# * Map Autoscroll to Coordinates
|
||||
# x : x coordinate to scroll to and center on
|
||||
# y : y coordinate to scroll to and center on
|
||||
# speed : (optional) scroll speed (from 1-6, default being 4)
|
||||
#-----------------------------------------------------------------------------
|
||||
def autoscroll(x,y,speed=SCROLL_SPEED_DEFAULT)
|
||||
if $game_map.scrolling?
|
||||
return false
|
||||
elsif not $game_map.valid?(x,y)
|
||||
print 'Map Autoscroll: given x,y is invalid'
|
||||
return command_skip
|
||||
elsif not (1..6).include?(speed)
|
||||
print 'Map Autoscroll: invalid speed (1-6 only)'
|
||||
return command_skip
|
||||
end
|
||||
center_x = (Graphics.width/2 - Game_Map::TILE_WIDTH/2) * 4 # X coordinate in the center of the screen
|
||||
center_y = (Graphics.height/2 - Game_Map::TILE_HEIGHT/2) * 4 # Y coordinate in the center of the screen
|
||||
max_x = ($game_map.width - Graphics.width*1.0/Game_Map::TILE_WIDTH) * 4 * Game_Map::TILE_WIDTH
|
||||
max_y = ($game_map.height - Graphics.height*1.0/Game_Map::TILE_HEIGHT) * 4 * Game_Map::TILE_HEIGHT
|
||||
count_x = ($game_map.display_x - [0,[x*Game_Map::REAL_RES_X-center_x,max_x].min].max)/Game_Map::REAL_RES_X
|
||||
count_y = ($game_map.display_y - [0,[y*Game_Map::REAL_RES_Y-center_y,max_y].min].max)/Game_Map::REAL_RES_Y
|
||||
if not @diag
|
||||
@diag = true
|
||||
dir = nil
|
||||
if count_x > 0
|
||||
if count_y > 0
|
||||
dir = 7
|
||||
elsif count_y < 0
|
||||
dir = 1
|
||||
end
|
||||
elsif count_x < 0
|
||||
if count_y > 0
|
||||
dir = 9
|
||||
elsif count_y < 0
|
||||
dir = 3
|
||||
end
|
||||
end
|
||||
count = [count_x.abs,count_y.abs].min
|
||||
else
|
||||
@diag = false
|
||||
dir = nil
|
||||
if count_x != 0 and count_y != 0
|
||||
return false
|
||||
elsif count_x > 0
|
||||
dir = 4
|
||||
elsif count_x < 0
|
||||
dir = 6
|
||||
elsif count_y > 0
|
||||
dir = 8
|
||||
elsif count_y < 0
|
||||
dir = 2
|
||||
end
|
||||
count = count_x != 0 ? count_x.abs : count_y.abs
|
||||
end
|
||||
$game_map.start_scroll(dir, count, speed) if dir != nil
|
||||
if @diag
|
||||
return false
|
||||
else
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
#-----------------------------------------------------------------------------
|
||||
# * Map Autoscroll (to Player)
|
||||
# speed : (optional) scroll speed (from 1-6, default being 4)
|
||||
#-----------------------------------------------------------------------------
|
||||
def autoscroll_player(speed=SCROLL_SPEED_DEFAULT)
|
||||
autoscroll($game_player.x,$game_player.y,speed)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
class Game_Map
|
||||
def scroll_downright(distance)
|
||||
@display_x = [@display_x + distance,
|
||||
(self.width - Graphics.width*1.0/TILE_WIDTH) * REAL_RES_X].min
|
||||
@display_y = [@display_y + distance,
|
||||
(self.height - Graphics.height*1.0/TILE_HEIGHT) * REAL_RES_Y].min
|
||||
end
|
||||
|
||||
def scroll_downleft(distance)
|
||||
@display_x = [@display_x - distance, 0].max
|
||||
@display_y = [@display_y + distance,
|
||||
(self.height - Graphics.height*1.0/TILE_HEIGHT) * REAL_RES_Y].min
|
||||
end
|
||||
|
||||
def scroll_upright(distance)
|
||||
@display_x = [@display_x + distance,
|
||||
(self.width - Graphics.width*1.0/TILE_WIDTH) * REAL_RES_X].min
|
||||
@display_y = [@display_y - distance, 0].max
|
||||
end
|
||||
|
||||
def scroll_upleft(distance)
|
||||
@display_x = [@display_x - distance, 0].max
|
||||
@display_y = [@display_y - distance, 0].max
|
||||
end
|
||||
|
||||
def update_scrolling
|
||||
# If scrolling
|
||||
if @scroll_rest > 0
|
||||
# Change from scroll speed to distance in map coordinates
|
||||
distance = (1<<@scroll_speed)*40/Graphics.frame_rate
|
||||
distance = @scroll_rest if distance>@scroll_rest
|
||||
# Execute scrolling
|
||||
case @scroll_direction
|
||||
when 1 then scroll_downleft(distance)
|
||||
when 2 then scroll_down(distance)
|
||||
when 3 then scroll_downright(distance)
|
||||
when 4 then scroll_left(distance)
|
||||
when 6 then scroll_right(distance)
|
||||
when 7 then scroll_upleft(distance)
|
||||
when 8 then scroll_up(distance)
|
||||
when 9 then scroll_upright(distance)
|
||||
end
|
||||
# Subtract distance scrolled
|
||||
@scroll_rest -= distance
|
||||
end
|
||||
end
|
||||
end
|
||||
528
Data/Scripts/004_Game classes/006_Game_MapFactory.rb
Normal file
528
Data/Scripts/004_Game classes/006_Game_MapFactory.rb
Normal file
@@ -0,0 +1,528 @@
|
||||
#===============================================================================
|
||||
# Map Factory (allows multiple maps to be loaded at once and connected)
|
||||
#===============================================================================
|
||||
class PokemonMapFactory
|
||||
attr_reader :maps
|
||||
|
||||
def initialize(id)
|
||||
@maps = []
|
||||
@fixup = false
|
||||
@mapChanged = false # transient instance variable
|
||||
setup(id)
|
||||
end
|
||||
|
||||
# Clears all maps and sets up the current map with id. This function also sets
|
||||
# the positions of neighboring maps and notifies the game system of a map
|
||||
# change.
|
||||
def setup(id)
|
||||
@maps.clear
|
||||
@maps[0] = Game_Map.new
|
||||
@mapIndex = 0
|
||||
oldID = ($game_map) ? $game_map.map_id : 0
|
||||
setMapChanging(id,@maps[0]) if oldID!=0 && oldID!=@maps[0].map_id
|
||||
$game_map = @maps[0]
|
||||
@maps[0].setup(id)
|
||||
setMapsInRange
|
||||
setMapChanged(oldID)
|
||||
end
|
||||
|
||||
def map
|
||||
@mapIndex = 0 if !@mapIndex || @mapIndex<0
|
||||
return @maps[@mapIndex] if @maps[@mapIndex]
|
||||
raise "No maps in save file... (mapIndex=#{@mapIndex})" if @maps.length==0
|
||||
for i in 0...@maps.length
|
||||
if @maps[i]
|
||||
echo("Using next map, may be incorrect (mapIndex=#{@mapIndex}, length=#{@maps.length})")
|
||||
return @maps[i]
|
||||
end
|
||||
raise "No maps in save file... (all maps empty; mapIndex=#{@mapIndex})"
|
||||
end
|
||||
end
|
||||
|
||||
def hasMap?(id)
|
||||
for map in @maps
|
||||
return true if map.map_id==id
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
def getMapIndex(id)
|
||||
for i in 0...@maps.length
|
||||
return i if @maps[i].map_id==id
|
||||
end
|
||||
return -1
|
||||
end
|
||||
|
||||
def getMap(id,add=true)
|
||||
for map in @maps
|
||||
return map if map.map_id==id
|
||||
end
|
||||
map = Game_Map.new
|
||||
map.setup(id)
|
||||
@maps.push(map) if add
|
||||
return map
|
||||
end
|
||||
|
||||
def getMapNoAdd(id)
|
||||
return getMap(id,false)
|
||||
end
|
||||
|
||||
def getNewMap(playerX,playerY)
|
||||
id = $game_map.map_id
|
||||
conns = MapFactoryHelper.getMapConnections
|
||||
if conns[id]
|
||||
for conn in conns[id]
|
||||
mapidB = nil
|
||||
newx = 0
|
||||
newy = 0
|
||||
if conn[0] == id
|
||||
mapidB = conn[3]
|
||||
mapB = MapFactoryHelper.getMapDims(conn[3])
|
||||
newx = conn[4] - conn[1] + playerX
|
||||
newy = conn[5] - conn[2] + playerY
|
||||
else
|
||||
mapidB = conn[0]
|
||||
mapB = MapFactoryHelper.getMapDims(conn[0])
|
||||
newx = conn[1] - conn[4] + playerX
|
||||
newy = conn[2] - conn[5] + playerY
|
||||
end
|
||||
if newx >= 0 && newx < mapB[0] && newy >= 0 && newy < mapB[1]
|
||||
return [getMap(mapidB), newx, newy]
|
||||
end
|
||||
end
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
# Detects whether the player has moved onto a connected map, and if so, causes
|
||||
# their transfer to that map.
|
||||
def setCurrentMap
|
||||
return if $game_player.moving?
|
||||
return if $game_map.valid?($game_player.x,$game_player.y)
|
||||
newmap = getNewMap($game_player.x,$game_player.y)
|
||||
return if !newmap
|
||||
oldmap=$game_map.map_id
|
||||
if oldmap!=0 && oldmap!=newmap[0].map_id
|
||||
setMapChanging(newmap[0].map_id,newmap[0])
|
||||
end
|
||||
$game_map = newmap[0]
|
||||
@mapIndex = getMapIndex($game_map.map_id)
|
||||
$game_player.moveto(newmap[1],newmap[2])
|
||||
$game_map.update
|
||||
pbAutoplayOnTransition
|
||||
$game_map.refresh
|
||||
setMapChanged(oldmap)
|
||||
$game_screen.weather_duration = 20
|
||||
end
|
||||
|
||||
def setMapsInRange
|
||||
return if @fixup
|
||||
@fixup = true
|
||||
id = $game_map.map_id
|
||||
conns = MapFactoryHelper.getMapConnections
|
||||
if conns[id]
|
||||
for conn in conns[id]
|
||||
if conn[0] == id
|
||||
mapA = getMap(conn[0])
|
||||
newdispx = (conn[4] - conn[1]) * Game_Map::REAL_RES_X + mapA.display_x
|
||||
newdispy = (conn[5] - conn[2]) * Game_Map::REAL_RES_Y + mapA.display_y
|
||||
if hasMap?(conn[3]) || MapFactoryHelper.mapInRangeById?(conn[3], newdispx, newdispy)
|
||||
mapB = getMap(conn[3])
|
||||
mapB.display_x = newdispx if mapB.display_x != newdispx
|
||||
mapB.display_y = newdispy if mapB.display_y != newdispy
|
||||
end
|
||||
else
|
||||
mapA = getMap(conn[3])
|
||||
newdispx = (conn[1] - conn[4]) * Game_Map::REAL_RES_X + mapA.display_x
|
||||
newdispy = (conn[2] - conn[5]) * Game_Map::REAL_RES_Y + mapA.display_y
|
||||
if hasMap?(conn[0]) || MapFactoryHelper.mapInRangeById?(conn[0], newdispx, newdispy)
|
||||
mapB = getMap(conn[0])
|
||||
mapB.display_x = newdispx if mapB.display_x != newdispx
|
||||
mapB.display_y = newdispy if mapB.display_y != newdispy
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
@fixup = false
|
||||
end
|
||||
|
||||
def setMapChanging(newID,newMap)
|
||||
Events.onMapChanging.trigger(self,newID,newMap)
|
||||
end
|
||||
|
||||
def setMapChanged(prevMap)
|
||||
Events.onMapChange.trigger(self,prevMap)
|
||||
@mapChanged = true
|
||||
end
|
||||
|
||||
def setSceneStarted(scene)
|
||||
Events.onMapSceneChange.trigger(self,scene,@mapChanged)
|
||||
@mapChanged = false
|
||||
end
|
||||
|
||||
# Similar to Game_Player#passable?, but supports map connections
|
||||
def isPassableFromEdge?(x, y)
|
||||
return true if $game_map.valid?(x, y)
|
||||
newmap = getNewMap(x, y)
|
||||
return false if !newmap
|
||||
return isPassable?(newmap[0].map_id, newmap[1], newmap[2])
|
||||
end
|
||||
|
||||
def isPassable?(mapID, x, y, thisEvent = nil)
|
||||
thisEvent = $game_player if !thisEvent
|
||||
map = getMapNoAdd(mapID)
|
||||
return false if !map
|
||||
return false if !map.valid?(x, y)
|
||||
return true if thisEvent.through
|
||||
# Check passability of tile
|
||||
if thisEvent.is_a?(Game_Player)
|
||||
return false unless ($DEBUG && Input.press?(Input::CTRL)) ||
|
||||
map.passable?(x, y, 0, thisEvent)
|
||||
else
|
||||
return false unless map.passable?(x, y, 0, thisEvent)
|
||||
end
|
||||
# Check passability of event(s) in that spot
|
||||
for event in map.events.values
|
||||
next if event == thisEvent || !event.at_coordinate?(x, y)
|
||||
return false if !event.through && event.character_name != ""
|
||||
end
|
||||
# Check passability of player
|
||||
if !thisEvent.is_a?(Game_Player)
|
||||
if $game_map.map_id == mapID && $game_player.x == x && $game_player.y == y
|
||||
return false if !$game_player.through && $game_player.character_name != ""
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
# Only used by dependent events
|
||||
def isPassableStrict?(mapID,x,y,thisEvent=nil)
|
||||
thisEvent = $game_player if !thisEvent
|
||||
map = getMapNoAdd(mapID)
|
||||
return false if !map
|
||||
return false if !map.valid?(x,y)
|
||||
return true if thisEvent.through
|
||||
if thisEvent==$game_player
|
||||
if !($DEBUG && Input.press?(Input::CTRL))
|
||||
return false if !map.passableStrict?(x,y,0,thisEvent)
|
||||
end
|
||||
else
|
||||
return false if !map.passableStrict?(x,y,0,thisEvent)
|
||||
end
|
||||
for event in map.events.values
|
||||
next if event == thisEvent || !event.at_coordinate?(x, y)
|
||||
return false if !event.through && event.character_name!=""
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
def getTerrainTag(mapid,x,y,countBridge=false)
|
||||
map = getMapNoAdd(mapid)
|
||||
return map.terrain_tag(x,y,countBridge)
|
||||
end
|
||||
|
||||
# NOTE: Assumes the event is 1x1 tile in size. Only returns one terrain tag.
|
||||
def getFacingTerrainTag(dir=nil,event=nil)
|
||||
tile = getFacingTile(dir,event)
|
||||
return GameData::TerrainTag.get(:None) if !tile
|
||||
return getTerrainTag(tile[0],tile[1],tile[2])
|
||||
end
|
||||
|
||||
def getTerrainTagFromCoords(mapid,x,y,countBridge=false)
|
||||
tile = getRealTilePos(mapid,x,y)
|
||||
return GameData::TerrainTag.get(:None) if !tile
|
||||
return getTerrainTag(tile[0],tile[1],tile[2])
|
||||
end
|
||||
|
||||
def areConnected?(mapID1, mapID2)
|
||||
return true if mapID1 == mapID2
|
||||
conns = MapFactoryHelper.getMapConnections
|
||||
if conns[mapID1]
|
||||
for conn in conns[mapID1]
|
||||
return true if conn[0] == mapID2 || conn[3] == mapID2
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
def getRelativePos(thisMapID, thisX, thisY, otherMapID, otherX, otherY)
|
||||
if thisMapID == otherMapID # Both events share the same map
|
||||
return [otherX - thisX, otherY - thisY]
|
||||
end
|
||||
conns = MapFactoryHelper.getMapConnections
|
||||
if conns[thisMapID]
|
||||
for conn in conns[thisMapID]
|
||||
if conn[0] == otherMapID
|
||||
posX = thisX + conn[1] - conn[4] + otherX
|
||||
posY = thisY + conn[2] - conn[5] + otherY
|
||||
return [posX, posY]
|
||||
else
|
||||
posX = thisX + conn[4] - conn[1] + otherX
|
||||
posY = thisY + conn[5] - conn[2] + otherY
|
||||
return [posX, posY]
|
||||
end
|
||||
end
|
||||
end
|
||||
return [0, 0]
|
||||
end
|
||||
|
||||
# Gets the distance from this event to another event. Example: If this event's
|
||||
# coordinates are (2,5) and the other event's coordinates are (5,1), returns
|
||||
# the array (3,-4), because (5-2=3) and (1-5=-4).
|
||||
def getThisAndOtherEventRelativePos(thisEvent,otherEvent)
|
||||
return [0,0] if !thisEvent || !otherEvent
|
||||
return getRelativePos(
|
||||
thisEvent.map.map_id,thisEvent.x,thisEvent.y,
|
||||
otherEvent.map.map_id,otherEvent.x,otherEvent.y)
|
||||
end
|
||||
|
||||
def getThisAndOtherPosRelativePos(thisEvent,otherMapID,otherX,otherY)
|
||||
return [0,0] if !thisEvent
|
||||
return getRelativePos(
|
||||
thisEvent.map.map_id,thisEvent.x,thisEvent.y,otherMapID,otherX,otherY)
|
||||
end
|
||||
|
||||
# Unused
|
||||
def getOffsetEventPos(event,xOffset,yOffset)
|
||||
event = $game_player if !event
|
||||
return nil if !event
|
||||
return getRealTilePos(event.map.map_id,event.x+xOffset,event.y+yOffset)
|
||||
end
|
||||
|
||||
# NOTE: Assumes the event is 1x1 tile in size. Only returns one tile.
|
||||
def getFacingTile(direction=nil,event=nil,steps=1)
|
||||
event = $game_player if event==nil
|
||||
return [0,0,0] if !event
|
||||
x = event.x
|
||||
y = event.y
|
||||
id = event.map.map_id
|
||||
direction = event.direction if direction==nil
|
||||
return getFacingTileFromPos(id,x,y,direction,steps)
|
||||
end
|
||||
|
||||
def getFacingTileFromPos(mapID,x,y,direction=0,steps=1)
|
||||
id = mapID
|
||||
case direction
|
||||
when 1
|
||||
x -= steps
|
||||
y += steps
|
||||
when 2
|
||||
y += steps
|
||||
when 3
|
||||
x += steps
|
||||
y += steps
|
||||
when 4
|
||||
x -= steps
|
||||
when 6
|
||||
x += steps
|
||||
when 7
|
||||
x -= steps
|
||||
y -= steps
|
||||
when 8
|
||||
y -= steps
|
||||
when 9
|
||||
x += steps
|
||||
y -= steps
|
||||
else
|
||||
return [id,x,y]
|
||||
end
|
||||
return getRealTilePos(mapID,x,y)
|
||||
end
|
||||
|
||||
def getRealTilePos(mapID, x, y)
|
||||
id = mapID
|
||||
return [id, x, y] if getMapNoAdd(id).valid?(x, y)
|
||||
conns = MapFactoryHelper.getMapConnections
|
||||
if conns[id]
|
||||
for conn in conns[id]
|
||||
if conn[0] == id
|
||||
newX = x + conn[4] - conn[1]
|
||||
newY = y + conn[5] - conn[2]
|
||||
next if newX < 0 || newY < 0
|
||||
dims = MapFactoryHelper.getMapDims(conn[3])
|
||||
next if newX >= dims[0] || newY >= dims[1]
|
||||
return [conn[3], newX, newY]
|
||||
else
|
||||
newX = x + conn[1] - conn[4]
|
||||
newY = y + conn[2] - conn[5]
|
||||
next if newX < 0 || newY < 0
|
||||
dims = MapFactoryHelper.getMapDims(conn[0])
|
||||
next if newX >= dims[0] || newY >= dims[1]
|
||||
return [conn[0], newX, newY]
|
||||
end
|
||||
end
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
def getFacingCoords(x,y,direction=0,steps=1)
|
||||
case direction
|
||||
when 1
|
||||
x -= steps
|
||||
y += steps
|
||||
when 2
|
||||
y += steps
|
||||
when 3
|
||||
x += steps
|
||||
y += steps
|
||||
when 4
|
||||
x -= steps
|
||||
when 6
|
||||
x += steps
|
||||
when 7
|
||||
x -= steps
|
||||
y -= steps
|
||||
when 8
|
||||
y -= steps
|
||||
when 9
|
||||
x += steps
|
||||
y -= steps
|
||||
end
|
||||
return [x,y]
|
||||
end
|
||||
|
||||
def updateMaps(scene)
|
||||
updateMapsInternal
|
||||
$MapFactory.setSceneStarted(scene) if @mapChanged
|
||||
end
|
||||
|
||||
def updateMapsInternal
|
||||
return if $game_player.moving?
|
||||
if !MapFactoryHelper.hasConnections?($game_map.map_id)
|
||||
return if @maps.length==1
|
||||
for i in 0...@maps.length
|
||||
@maps[i] = nil if $game_map.map_id!=@maps[i].map_id
|
||||
end
|
||||
@maps.compact!
|
||||
@mapIndex = getMapIndex($game_map.map_id)
|
||||
return
|
||||
end
|
||||
setMapsInRange
|
||||
deleted = false
|
||||
for i in 0...@maps.length
|
||||
next if MapFactoryHelper.mapInRange?(@maps[i])
|
||||
@maps[i] = nil
|
||||
deleted = true
|
||||
end
|
||||
if deleted
|
||||
@maps.compact!
|
||||
@mapIndex = getMapIndex($game_map.map_id)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
#===============================================================================
|
||||
# Map Factory Helper (stores map connection and size data and calculations
|
||||
# involving them)
|
||||
#===============================================================================
|
||||
module MapFactoryHelper
|
||||
@@MapConnections = nil
|
||||
@@MapDims = nil
|
||||
|
||||
def self.clear
|
||||
@@MapConnections = nil
|
||||
@@MapDims = nil
|
||||
end
|
||||
|
||||
def self.getMapConnections
|
||||
if !@@MapConnections
|
||||
@@MapConnections = []
|
||||
conns = load_data("Data/map_connections.dat")
|
||||
conns.each do |conn|
|
||||
# Ensure both maps in a connection are valid
|
||||
dimensions = getMapDims(conn[0])
|
||||
next if dimensions[0] == 0 || dimensions[1] == 0
|
||||
dimensions = getMapDims(conn[3])
|
||||
next if dimensions[0] == 0 || dimensions[1] == 0
|
||||
# Convert first map's edge and coordinate to pair of coordinates
|
||||
edge = getMapEdge(conn[0], conn[1])
|
||||
case conn[1]
|
||||
when "N", "S"
|
||||
conn[1] = conn[2]
|
||||
conn[2] = edge
|
||||
when "E", "W"
|
||||
conn[1] = edge
|
||||
end
|
||||
# Convert second map's edge and coordinate to pair of coordinates
|
||||
edge = getMapEdge(conn[3], conn[4])
|
||||
case conn[4]
|
||||
when "N", "S"
|
||||
conn[4] = conn[5]
|
||||
conn[5] = edge
|
||||
when "E", "W"
|
||||
conn[4] = edge
|
||||
end
|
||||
# Add connection to arrays for both maps
|
||||
@@MapConnections[conn[0]] = [] if !@@MapConnections[conn[0]]
|
||||
@@MapConnections[conn[0]].push(conn)
|
||||
@@MapConnections[conn[3]] = [] if !@@MapConnections[conn[3]]
|
||||
@@MapConnections[conn[3]].push(conn)
|
||||
end
|
||||
end
|
||||
return @@MapConnections
|
||||
end
|
||||
|
||||
def self.hasConnections?(id)
|
||||
conns = MapFactoryHelper.getMapConnections
|
||||
return conns[id] ? true : false
|
||||
end
|
||||
|
||||
# Gets the height and width of the map with id
|
||||
def self.getMapDims(id)
|
||||
# Create cache if doesn't exist
|
||||
@@MapDims = [] if !@@MapDims
|
||||
# Add map to cache if can't be found
|
||||
if !@@MapDims[id]
|
||||
begin
|
||||
map = load_data(sprintf("Data/Map%03d.rxdata", id))
|
||||
@@MapDims[id] = [map.width,map.height]
|
||||
rescue
|
||||
@@MapDims[id] = [0,0]
|
||||
end
|
||||
end
|
||||
# Return map in cache
|
||||
return @@MapDims[id]
|
||||
end
|
||||
|
||||
# Returns the X or Y coordinate of an edge on the map with id.
|
||||
# Considers the special strings "N","W","E","S"
|
||||
def self.getMapEdge(id,edge)
|
||||
return 0 if edge=="N" || edge=="W"
|
||||
dims = getMapDims(id) # Get dimensions
|
||||
return dims[0] if edge=="E"
|
||||
return dims[1] if edge=="S"
|
||||
return dims[0] # real dimension (use width)
|
||||
end
|
||||
|
||||
def self.mapInRange?(map)
|
||||
range = 6 # Number of tiles
|
||||
dispx = map.display_x
|
||||
dispy = map.display_y
|
||||
return false if dispx >= (map.width + range) * Game_Map::REAL_RES_X
|
||||
return false if dispy >= (map.height + range) * Game_Map::REAL_RES_Y
|
||||
return false if dispx <= -(Graphics.width + range * Game_Map::TILE_WIDTH) * Game_Map::X_SUBPIXELS
|
||||
return false if dispy <= -(Graphics.height + range * Game_Map::TILE_HEIGHT) * Game_Map::Y_SUBPIXELS
|
||||
return true
|
||||
end
|
||||
|
||||
def self.mapInRangeById?(id,dispx,dispy)
|
||||
range = 6 # Number of tiles
|
||||
dims = MapFactoryHelper.getMapDims(id)
|
||||
return false if dispx >= (dims[0] + range) * Game_Map::REAL_RES_X
|
||||
return false if dispy >= (dims[1] + range) * Game_Map::REAL_RES_Y
|
||||
return false if dispx <= -(Graphics.width + range * Game_Map::TILE_WIDTH) * Game_Map::X_SUBPIXELS
|
||||
return false if dispy <= -(Graphics.height + range * Game_Map::TILE_HEIGHT) * Game_Map::Y_SUBPIXELS
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
#===============================================================================
|
||||
#
|
||||
#===============================================================================
|
||||
# Unused
|
||||
def updateTilesets
|
||||
maps = $MapFactory.maps
|
||||
for map in maps
|
||||
map.updateTileset if map
|
||||
end
|
||||
end
|
||||
924
Data/Scripts/004_Game classes/007_Game_Character.rb
Normal file
924
Data/Scripts/004_Game classes/007_Game_Character.rb
Normal file
@@ -0,0 +1,924 @@
|
||||
class Game_Character
|
||||
attr_reader :id
|
||||
attr_reader :original_x
|
||||
attr_reader :original_y
|
||||
attr_reader :x
|
||||
attr_reader :y
|
||||
attr_reader :real_x
|
||||
attr_reader :real_y
|
||||
attr_accessor :width
|
||||
attr_accessor :height
|
||||
attr_accessor :sprite_size
|
||||
attr_reader :tile_id
|
||||
attr_accessor :character_name
|
||||
attr_accessor :character_hue
|
||||
attr_reader :opacity
|
||||
attr_reader :blend_type
|
||||
attr_reader :direction
|
||||
attr_accessor :pattern
|
||||
attr_reader :pattern_surf
|
||||
attr_accessor :lock_pattern
|
||||
attr_reader :move_route_forcing
|
||||
attr_accessor :through
|
||||
attr_accessor :animation_id
|
||||
attr_accessor :transparent
|
||||
attr_reader :move_speed
|
||||
attr_accessor :walk_anime
|
||||
attr_writer :bob_height
|
||||
|
||||
def initialize(map=nil)
|
||||
@map = map
|
||||
@id = 0
|
||||
@original_x = 0
|
||||
@original_y = 0
|
||||
@x = 0
|
||||
@y = 0
|
||||
@real_x = 0
|
||||
@real_y = 0
|
||||
@width = 1
|
||||
@height = 1
|
||||
@sprite_size = [Game_Map::TILE_WIDTH, Game_Map::TILE_HEIGHT]
|
||||
@tile_id = 0
|
||||
@character_name = ""
|
||||
@character_hue = 0
|
||||
@opacity = 255
|
||||
@blend_type = 0
|
||||
@direction = 2
|
||||
@pattern = 0
|
||||
@pattern_surf = 0
|
||||
@lock_pattern = false
|
||||
@move_route_forcing = false
|
||||
@through = false
|
||||
@animation_id = 0
|
||||
@transparent = false
|
||||
@original_direction = 2
|
||||
@original_pattern = 0
|
||||
@move_type = 0
|
||||
self.move_speed = 3
|
||||
self.move_frequency = 6
|
||||
@move_route = nil
|
||||
@move_route_index = 0
|
||||
@original_move_route = nil
|
||||
@original_move_route_index = 0
|
||||
@walk_anime = true # Whether character should animate while moving
|
||||
@step_anime = false # Whether character should animate while still
|
||||
@direction_fix = false
|
||||
@always_on_top = false
|
||||
@anime_count = 0
|
||||
@stop_count = 0
|
||||
@jump_peak = 0 # Max height while jumping
|
||||
@jump_distance = 0 # Total distance of jump
|
||||
@jump_distance_left = 0 # Distance left to travel
|
||||
@jump_count = 0 # Frames left in a stationary jump
|
||||
@bob_height = 0
|
||||
@wait_count = 0
|
||||
@moved_this_frame = false
|
||||
@locked = false
|
||||
@prelock_direction = 0
|
||||
end
|
||||
|
||||
def at_coordinate?(check_x, check_y)
|
||||
return check_x >= @x && check_x < @x + @width &&
|
||||
check_y > @y - @height && check_y <= @y
|
||||
end
|
||||
|
||||
def in_line_with_coordinate?(check_x, check_y)
|
||||
return (check_x >= @x && check_x < @x + @width) ||
|
||||
(check_y > @y - @height && check_y <= @y)
|
||||
end
|
||||
|
||||
def each_occupied_tile
|
||||
for i in @x...(@x + @width)
|
||||
for j in (@y - @height + 1)..@y
|
||||
yield i, j
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
def move_speed=(val)
|
||||
return if val==@move_speed
|
||||
@move_speed = val
|
||||
# @move_speed_real is the number of quarter-pixels to move each frame. There
|
||||
# are 128 quarter-pixels per tile. By default, it is calculated from
|
||||
# @move_speed and has these values (assuming 40 fps):
|
||||
# 1 => 3.2 # 40 frames per tile
|
||||
# 2 => 6.4 # 20 frames per tile
|
||||
# 3 => 12.8 # 10 frames per tile - walking speed
|
||||
# 4 => 25.6 # 5 frames per tile - running speed (2x walking speed)
|
||||
# 5 => 32 # 4 frames per tile - cycling speed (1.25x running speed)
|
||||
# 6 => 64 # 2 frames per tile
|
||||
self.move_speed_real = (val == 6) ? 64 : (val == 5) ? 32 : (2 ** (val + 1)) * 0.8
|
||||
end
|
||||
|
||||
def move_speed_real
|
||||
self.move_speed = @move_speed if !@move_speed_real
|
||||
return @move_speed_real
|
||||
end
|
||||
|
||||
def move_speed_real=(val)
|
||||
@move_speed_real = val * 40.0 / Graphics.frame_rate
|
||||
end
|
||||
|
||||
def jump_speed_real
|
||||
self.jump_speed_real = (2 ** (3 + 1)) * 0.8 if !@jump_speed_real # 3 is walking speed
|
||||
return @jump_speed_real
|
||||
end
|
||||
|
||||
def jump_speed_real=(val)
|
||||
@jump_speed_real = val * 40.0 / Graphics.frame_rate
|
||||
end
|
||||
|
||||
def move_frequency=(val)
|
||||
return if val==@move_frequency
|
||||
@move_frequency = val
|
||||
# @move_frequency_real is the number of frames to wait between each action
|
||||
# in a move route (not forced). Specifically, this is the number of frames
|
||||
# to wait after the character stops moving because of the previous action.
|
||||
# By default, it is calculated from @move_frequency and has these values
|
||||
# (assuming 40 fps):
|
||||
# 1 => 190 # 4.75 seconds
|
||||
# 2 => 144 # 3.6 seconds
|
||||
# 3 => 102 # 2.55 seconds
|
||||
# 4 => 64 # 1.6 seconds
|
||||
# 5 => 30 # 0.75 seconds
|
||||
# 6 => 0 # 0 seconds, i.e. continuous movement
|
||||
self.move_frequency_real = (40 - val * 2) * (6 - val)
|
||||
end
|
||||
|
||||
def move_frequency_real
|
||||
self.move_frequency = @move_frequency if !@move_frequency_real
|
||||
return @move_frequency_real
|
||||
end
|
||||
|
||||
def move_frequency_real=(val)
|
||||
@move_frequency_real = val * Graphics.frame_rate / 40.0
|
||||
end
|
||||
|
||||
def bob_height
|
||||
@bob_height = 0 if !@bob_height
|
||||
return @bob_height
|
||||
end
|
||||
|
||||
def lock
|
||||
return if @locked
|
||||
@prelock_direction = 0 # Was @direction but disabled
|
||||
turn_toward_player
|
||||
@locked = true
|
||||
end
|
||||
|
||||
def minilock
|
||||
@prelock_direction = 0 # Was @direction but disabled
|
||||
@locked = true
|
||||
end
|
||||
|
||||
def lock?
|
||||
return @locked
|
||||
end
|
||||
|
||||
def unlock
|
||||
return unless @locked
|
||||
@locked = false
|
||||
@direction = @prelock_direction if !@direction_fix and @prelock_direction != 0
|
||||
end
|
||||
|
||||
#=============================================================================
|
||||
# Information from map data
|
||||
#=============================================================================
|
||||
def map
|
||||
return (@map) ? @map : $game_map
|
||||
end
|
||||
|
||||
def terrain_tag
|
||||
return self.map.terrain_tag(@x, @y)
|
||||
end
|
||||
|
||||
def bush_depth
|
||||
return 0 if @tile_id > 0 || @always_on_top or jumping?
|
||||
xbehind = @x + (@direction==4 ? 1 : @direction==6 ? -1 : 0)
|
||||
ybehind = @y + (@direction==8 ? 1 : @direction==2 ? -1 : 0)
|
||||
return Game_Map::TILE_HEIGHT if self.map.deepBush?(@x, @y) and self.map.deepBush?(xbehind, ybehind)
|
||||
return 12 if !moving? and self.map.bush?(@x, @y)
|
||||
return 0
|
||||
end
|
||||
|
||||
#=============================================================================
|
||||
# Passability
|
||||
#=============================================================================
|
||||
def passable?(x, y, d, strict = false)
|
||||
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
|
||||
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
|
||||
return false unless self.map.valid?(new_x, new_y)
|
||||
return true if @through
|
||||
if strict
|
||||
return false unless self.map.passableStrict?(x, y, d, self)
|
||||
return false unless self.map.passableStrict?(new_x, new_y, 10 - d, self)
|
||||
else
|
||||
return false unless self.map.passable?(x, y, d, self)
|
||||
return false unless self.map.passable?(new_x, new_y, 10 - d, self)
|
||||
end
|
||||
for event in self.map.events.values
|
||||
next if self == event || !event.at_coordinate?(new_x, new_y) || event.through
|
||||
return false if self != $game_player || event.character_name != ""
|
||||
end
|
||||
if $game_player.x == new_x and $game_player.y == new_y
|
||||
return false if !$game_player.through && @character_name != ""
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
def can_move_from_coordinate?(start_x, start_y, dir, strict = false)
|
||||
case dir
|
||||
when 2, 8 # Down, up
|
||||
y_diff = (dir == 8) ? @height - 1 : 0
|
||||
for i in start_x...(start_x + @width)
|
||||
return false if !passable?(i, start_y - y_diff, dir, strict)
|
||||
end
|
||||
return true
|
||||
when 4, 6 # Left, right
|
||||
x_diff = (dir == 6) ? @width - 1 : 0
|
||||
for i in (start_y - @height + 1)..start_y
|
||||
return false if !passable?(start_x + x_diff, i, dir, strict)
|
||||
end
|
||||
return true
|
||||
when 1, 3 # Down diagonals
|
||||
# Treated as moving down first and then horizontally, because that
|
||||
# describes which tiles the character's feet touch
|
||||
for i in start_x...(start_x + @width)
|
||||
return false if !passable?(i, start_y, 2, strict)
|
||||
end
|
||||
x_diff = (dir == 3) ? @width - 1 : 0
|
||||
for i in (start_y - @height + 1)..start_y
|
||||
return false if !passable?(start_x + x_diff, i + 1, dir + 3, strict)
|
||||
end
|
||||
return true
|
||||
when 7, 9 # Up diagonals
|
||||
# Treated as moving horizontally first and then up, because that describes
|
||||
# which tiles the character's feet touch
|
||||
x_diff = (dir == 9) ? @width - 1 : 0
|
||||
for i in (start_y - @height + 1)..start_y
|
||||
return false if !passable?(start_x + x_diff, i, dir - 3, strict)
|
||||
end
|
||||
x_offset = (dir == 9) ? 1 : -1
|
||||
for i in start_x...(start_x + @width)
|
||||
return false if !passable?(i + x_offset, start_y - @height + 1, 8, strict)
|
||||
end
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
def can_move_in_direction?(dir, strict = false)
|
||||
return can_move_from_coordinate?(@x, @y, dir, strict)
|
||||
end
|
||||
|
||||
#=============================================================================
|
||||
# Screen position of the character
|
||||
#=============================================================================
|
||||
def screen_x
|
||||
ret = ((@real_x - self.map.display_x) / Game_Map::X_SUBPIXELS).round
|
||||
ret += @width * Game_Map::TILE_WIDTH / 2
|
||||
return ret
|
||||
end
|
||||
|
||||
def screen_y_ground
|
||||
ret = ((@real_y - self.map.display_y) / Game_Map::Y_SUBPIXELS).round
|
||||
ret += Game_Map::TILE_HEIGHT
|
||||
return ret
|
||||
end
|
||||
|
||||
def screen_y
|
||||
ret = screen_y_ground
|
||||
if jumping?
|
||||
if @jump_count > 0
|
||||
jump_fraction = ((@jump_count * jump_speed_real / Game_Map::REAL_RES_X) - 0.5).abs # 0.5 to 0 to 0.5
|
||||
else
|
||||
jump_fraction = ((@jump_distance_left / @jump_distance) - 0.5).abs # 0.5 to 0 to 0.5
|
||||
end
|
||||
ret += @jump_peak * (4 * jump_fraction**2 - 1)
|
||||
end
|
||||
return ret
|
||||
end
|
||||
|
||||
def screen_z(height = 0)
|
||||
return 999 if @always_on_top
|
||||
z = screen_y_ground
|
||||
if @tile_id > 0
|
||||
begin
|
||||
return z + self.map.priorities[@tile_id] * 32
|
||||
rescue
|
||||
raise "Event's graphic is an out-of-range tile (event #{@id}, map #{self.map.map_id})"
|
||||
end
|
||||
end
|
||||
# Add z if height exceeds 32
|
||||
return z + ((height > Game_Map::TILE_HEIGHT) ? Game_Map::TILE_HEIGHT - 1 : 0)
|
||||
end
|
||||
|
||||
#=============================================================================
|
||||
# Movement
|
||||
#=============================================================================
|
||||
def moving?
|
||||
return @real_x != @x * Game_Map::REAL_RES_X ||
|
||||
@real_y != @y * Game_Map::REAL_RES_Y
|
||||
end
|
||||
|
||||
def jumping?
|
||||
return (@jump_distance_left || 0) > 0 || @jump_count > 0
|
||||
end
|
||||
|
||||
def straighten
|
||||
@pattern = 0 if @walk_anime or @step_anime
|
||||
@anime_count = 0
|
||||
@prelock_direction = 0
|
||||
end
|
||||
|
||||
def force_move_route(move_route)
|
||||
if @original_move_route == nil
|
||||
@original_move_route = @move_route
|
||||
@original_move_route_index = @move_route_index
|
||||
end
|
||||
@move_route = move_route
|
||||
@move_route_index = 0
|
||||
@move_route_forcing = true
|
||||
@prelock_direction = 0
|
||||
@wait_count = 0
|
||||
move_type_custom
|
||||
end
|
||||
|
||||
def moveto(x, y)
|
||||
@x = x % self.map.width
|
||||
@y = y % self.map.height
|
||||
@real_x = @x * Game_Map::REAL_RES_X
|
||||
@real_y = @y * Game_Map::REAL_RES_Y
|
||||
@prelock_direction = 0
|
||||
triggerLeaveTile
|
||||
end
|
||||
|
||||
def triggerLeaveTile
|
||||
if @oldX && @oldY && @oldMap &&
|
||||
(@oldX!=self.x || @oldY!=self.y || @oldMap!=self.map.map_id)
|
||||
Events.onLeaveTile.trigger(self,self,@oldMap,@oldX,@oldY)
|
||||
end
|
||||
@oldX = self.x
|
||||
@oldY = self.y
|
||||
@oldMap = self.map.map_id
|
||||
end
|
||||
|
||||
def increase_steps
|
||||
@stop_count = 0
|
||||
triggerLeaveTile
|
||||
end
|
||||
|
||||
#=============================================================================
|
||||
# Movement commands
|
||||
#=============================================================================
|
||||
def move_type_random
|
||||
case rand(6)
|
||||
when 0..3 then move_random
|
||||
when 4 then move_forward
|
||||
when 5 then @stop_count = 0
|
||||
end
|
||||
end
|
||||
|
||||
def move_type_toward_player
|
||||
sx = @x + @width / 2.0 - ($game_player.x + $game_player.width / 2.0)
|
||||
sy = @y - @height / 2.0 - ($game_player.y - $game_player.height / 2.0)
|
||||
if sx.abs + sy.abs >= 20
|
||||
move_random
|
||||
return
|
||||
end
|
||||
case rand(6)
|
||||
when 0..3 then move_toward_player
|
||||
when 4 then move_random
|
||||
when 5 then move_forward
|
||||
end
|
||||
end
|
||||
|
||||
def move_type_custom
|
||||
return if jumping? or moving?
|
||||
while @move_route_index < @move_route.list.size
|
||||
command = @move_route.list[@move_route_index]
|
||||
if command.code == 0
|
||||
if @move_route.repeat
|
||||
@move_route_index = 0
|
||||
else
|
||||
if @move_route_forcing
|
||||
@move_route_forcing = false
|
||||
@move_route = @original_move_route
|
||||
@move_route_index = @original_move_route_index
|
||||
@original_move_route = nil
|
||||
end
|
||||
@stop_count = 0
|
||||
end
|
||||
return
|
||||
end
|
||||
if command.code <= 14
|
||||
case command.code
|
||||
when 1 then move_down
|
||||
when 2 then move_left
|
||||
when 3 then move_right
|
||||
when 4 then move_up
|
||||
when 5 then move_lower_left
|
||||
when 6 then move_lower_right
|
||||
when 7 then move_upper_left
|
||||
when 8 then move_upper_right
|
||||
when 9 then move_random
|
||||
when 10 then move_toward_player
|
||||
when 11 then move_away_from_player
|
||||
when 12 then move_forward
|
||||
when 13 then move_backward
|
||||
when 14 then jump(command.parameters[0], command.parameters[1])
|
||||
end
|
||||
@move_route_index += 1 if @move_route.skippable or moving? or jumping?
|
||||
return
|
||||
end
|
||||
if command.code == 15 # Wait
|
||||
@wait_count = (command.parameters[0] * Graphics.frame_rate / 20) - 1
|
||||
@move_route_index += 1
|
||||
return
|
||||
end
|
||||
if command.code >= 16 and command.code <= 26
|
||||
case command.code
|
||||
when 16 then turn_down
|
||||
when 17 then turn_left
|
||||
when 18 then turn_right
|
||||
when 19 then turn_up
|
||||
when 20 then turn_right_90
|
||||
when 21 then turn_left_90
|
||||
when 22 then turn_180
|
||||
when 23 then turn_right_or_left_90
|
||||
when 24 then turn_random
|
||||
when 25 then turn_toward_player
|
||||
when 26 then turn_away_from_player
|
||||
end
|
||||
@move_route_index += 1
|
||||
return
|
||||
end
|
||||
if command.code >= 27
|
||||
case command.code
|
||||
when 27
|
||||
$game_switches[command.parameters[0]] = true
|
||||
self.map.need_refresh = true
|
||||
when 28
|
||||
$game_switches[command.parameters[0]] = false
|
||||
self.map.need_refresh = true
|
||||
when 29 then self.move_speed = command.parameters[0]
|
||||
when 30 then self.move_frequency = command.parameters[0]
|
||||
when 31 then @walk_anime = true
|
||||
when 32 then @walk_anime = false
|
||||
when 33 then @step_anime = true
|
||||
when 34 then @step_anime = false
|
||||
when 35 then @direction_fix = true
|
||||
when 36 then @direction_fix = false
|
||||
when 37 then @through = true
|
||||
when 38 then @through = false
|
||||
when 39 then @always_on_top = true
|
||||
when 40 then @always_on_top = false
|
||||
when 41
|
||||
@tile_id = 0
|
||||
@character_name = command.parameters[0]
|
||||
@character_hue = command.parameters[1]
|
||||
if @original_direction != command.parameters[2]
|
||||
@direction = command.parameters[2]
|
||||
@original_direction = @direction
|
||||
@prelock_direction = 0
|
||||
end
|
||||
if @original_pattern != command.parameters[3]
|
||||
@pattern = command.parameters[3]
|
||||
@original_pattern = @pattern
|
||||
end
|
||||
when 42 then @opacity = command.parameters[0]
|
||||
when 43 then @blend_type = command.parameters[0]
|
||||
when 44 then pbSEPlay(command.parameters[0])
|
||||
when 45 then eval(command.parameters[0])
|
||||
end
|
||||
@move_route_index += 1
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
def move_generic(dir, turn_enabled = true)
|
||||
turn_generic(dir) if turn_enabled
|
||||
x_offset = (dir == 4) ? -1 : (dir == 6) ? 1 : 0
|
||||
y_offset = (dir == 8) ? -1 : (dir == 2) ? 1 : 0
|
||||
if can_move_in_direction?(dir)
|
||||
turn_generic(dir)
|
||||
@x += x_offset
|
||||
@y += y_offset
|
||||
increase_steps
|
||||
else
|
||||
check_event_trigger_touch(@x + x_offset, @y + y_offset)
|
||||
end
|
||||
end
|
||||
|
||||
def move_down(turn_enabled = true)
|
||||
move_generic(2, turn_enabled)
|
||||
end
|
||||
|
||||
def move_left(turn_enabled = true)
|
||||
move_generic(4, turn_enabled)
|
||||
end
|
||||
|
||||
def move_right(turn_enabled = true)
|
||||
move_generic(6, turn_enabled)
|
||||
end
|
||||
|
||||
def move_up(turn_enabled = true)
|
||||
move_generic(8, turn_enabled)
|
||||
end
|
||||
|
||||
def move_upper_left
|
||||
unless @direction_fix
|
||||
@direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
|
||||
end
|
||||
if can_move_in_direction?(7)
|
||||
@x -= 1
|
||||
@y -= 1
|
||||
increase_steps
|
||||
end
|
||||
end
|
||||
|
||||
def move_upper_right
|
||||
unless @direction_fix
|
||||
@direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
|
||||
end
|
||||
if can_move_in_direction?(9)
|
||||
@x += 1
|
||||
@y -= 1
|
||||
increase_steps
|
||||
end
|
||||
end
|
||||
|
||||
def move_lower_left
|
||||
unless @direction_fix
|
||||
@direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction)
|
||||
end
|
||||
if can_move_in_direction?(1)
|
||||
@x -= 1
|
||||
@y += 1
|
||||
increase_steps
|
||||
end
|
||||
end
|
||||
|
||||
def move_lower_right
|
||||
unless @direction_fix
|
||||
@direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction)
|
||||
end
|
||||
if can_move_in_direction?(3)
|
||||
@x += 1
|
||||
@y += 1
|
||||
increase_steps
|
||||
end
|
||||
end
|
||||
|
||||
def moveLeft90 # anticlockwise
|
||||
case self.direction
|
||||
when 2 then move_right # down
|
||||
when 4 then move_down # left
|
||||
when 6 then move_up # right
|
||||
when 8 then move_left # up
|
||||
end
|
||||
end
|
||||
|
||||
def moveRight90 # clockwise
|
||||
case self.direction
|
||||
when 2 then move_left # down
|
||||
when 4 then move_up # left
|
||||
when 6 then move_down # right
|
||||
when 8 then move_right # up
|
||||
end
|
||||
end
|
||||
|
||||
def move_random
|
||||
case rand(4)
|
||||
when 0 then move_down(false)
|
||||
when 1 then move_left(false)
|
||||
when 2 then move_right(false)
|
||||
when 3 then move_up(false)
|
||||
end
|
||||
end
|
||||
|
||||
def move_random_range(xrange=-1,yrange=-1)
|
||||
dirs = [] # 0=down, 1=left, 2=right, 3=up
|
||||
if xrange<0
|
||||
dirs.push(1); dirs.push(2)
|
||||
elsif xrange>0
|
||||
dirs.push(1) if @x > @original_x - xrange
|
||||
dirs.push(2) if @x < @original_x + xrange
|
||||
end
|
||||
if yrange<0
|
||||
dirs.push(0); dirs.push(3)
|
||||
elsif yrange>0
|
||||
dirs.push(0) if @y < @original_y + yrange
|
||||
dirs.push(3) if @y > @original_y - yrange
|
||||
end
|
||||
return if dirs.length==0
|
||||
case dirs[rand(dirs.length)]
|
||||
when 0 then move_down(false)
|
||||
when 1 then move_left(false)
|
||||
when 2 then move_right(false)
|
||||
when 3 then move_up(false)
|
||||
end
|
||||
end
|
||||
|
||||
def move_random_UD(range=-1)
|
||||
move_random_range(0,range)
|
||||
end
|
||||
|
||||
def move_random_LR(range=-1)
|
||||
move_random_range(range,0)
|
||||
end
|
||||
|
||||
def move_toward_player
|
||||
sx = @x + @width / 2.0 - ($game_player.x + $game_player.width / 2.0)
|
||||
sy = @y - @height / 2.0 - ($game_player.y - $game_player.height / 2.0)
|
||||
return if sx == 0 and sy == 0
|
||||
abs_sx = sx.abs
|
||||
abs_sy = sy.abs
|
||||
if abs_sx == abs_sy
|
||||
(rand(2) == 0) ? abs_sx += 1 : abs_sy += 1
|
||||
end
|
||||
if abs_sx > abs_sy
|
||||
(sx > 0) ? move_left : move_right
|
||||
if not moving? and sy != 0
|
||||
(sy > 0) ? move_up : move_down
|
||||
end
|
||||
else
|
||||
(sy > 0) ? move_up : move_down
|
||||
if not moving? and sx != 0
|
||||
(sx > 0) ? move_left : move_right
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
def move_away_from_player
|
||||
sx = @x + @width / 2.0 - ($game_player.x + $game_player.width / 2.0)
|
||||
sy = @y - @height / 2.0 - ($game_player.y - $game_player.height / 2.0)
|
||||
return if sx == 0 and sy == 0
|
||||
abs_sx = sx.abs
|
||||
abs_sy = sy.abs
|
||||
if abs_sx == abs_sy
|
||||
(rand(2) == 0) ? abs_sx += 1 : abs_sy += 1
|
||||
end
|
||||
if abs_sx > abs_sy
|
||||
(sx > 0) ? move_right : move_left
|
||||
if not moving? and sy != 0
|
||||
(sy > 0) ? move_down : move_up
|
||||
end
|
||||
else
|
||||
(sy > 0) ? move_down : move_up
|
||||
if not moving? and sx != 0
|
||||
(sx > 0) ? move_right : move_left
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
def move_forward
|
||||
case @direction
|
||||
when 2 then move_down(false)
|
||||
when 4 then move_left(false)
|
||||
when 6 then move_right(false)
|
||||
when 8 then move_up(false)
|
||||
end
|
||||
end
|
||||
|
||||
def move_backward
|
||||
last_direction_fix = @direction_fix
|
||||
@direction_fix = true
|
||||
case @direction
|
||||
when 2 then move_up(false)
|
||||
when 4 then move_right(false)
|
||||
when 6 then move_left(false)
|
||||
when 8 then move_down(false)
|
||||
end
|
||||
@direction_fix = last_direction_fix
|
||||
end
|
||||
|
||||
def jump(x_plus, y_plus)
|
||||
if x_plus != 0 || y_plus != 0
|
||||
if x_plus.abs > y_plus.abs
|
||||
(x_plus < 0) ? turn_left : turn_right
|
||||
else
|
||||
(y_plus < 0) ? turn_up : turn_down
|
||||
end
|
||||
each_occupied_tile { |i, j| return if !passable?(i + x_plus, j + y_plus, 0) }
|
||||
end
|
||||
@x = @x + x_plus
|
||||
@y = @y + y_plus
|
||||
real_distance = Math::sqrt(x_plus * x_plus + y_plus * y_plus)
|
||||
distance = [1, real_distance].max
|
||||
@jump_peak = distance * Game_Map::TILE_HEIGHT * 3 / 8 # 3/4 of tile for ledge jumping
|
||||
@jump_distance = [x_plus.abs * Game_Map::REAL_RES_X, y_plus.abs * Game_Map::REAL_RES_Y].max
|
||||
@jump_distance_left = 1 # Just needs to be non-zero
|
||||
if real_distance > 0 # Jumping to somewhere else
|
||||
@jump_count = 0
|
||||
else # Jumping on the spot
|
||||
@jump_speed_real = nil # Reset jump speed
|
||||
@jump_count = Game_Map::REAL_RES_X / jump_speed_real # Number of frames to jump one tile
|
||||
end
|
||||
@stop_count = 0
|
||||
if self.is_a?(Game_Player)
|
||||
$PokemonTemp.dependentEvents.pbMoveDependentEvents
|
||||
end
|
||||
triggerLeaveTile
|
||||
end
|
||||
|
||||
def jumpForward
|
||||
case self.direction
|
||||
when 2 then jump(0,1) # down
|
||||
when 4 then jump(-1,0) # left
|
||||
when 6 then jump(1,0) # right
|
||||
when 8 then jump(0,-1) # up
|
||||
end
|
||||
end
|
||||
|
||||
def jumpBackward
|
||||
case self.direction
|
||||
when 2 then jump(0,-1) # down
|
||||
when 4 then jump(1,0) # left
|
||||
when 6 then jump(-1,0) # right
|
||||
when 8 then jump(0,1) # up
|
||||
end
|
||||
end
|
||||
|
||||
def turn_generic(dir)
|
||||
return if @direction_fix
|
||||
oldDirection = @direction
|
||||
@direction = dir
|
||||
@stop_count = 0
|
||||
pbCheckEventTriggerAfterTurning if dir != oldDirection
|
||||
end
|
||||
|
||||
def turn_down; turn_generic(2); end
|
||||
def turn_left; turn_generic(4); end
|
||||
def turn_right; turn_generic(6); end
|
||||
def turn_up; turn_generic(8); end
|
||||
|
||||
def turn_right_90
|
||||
case @direction
|
||||
when 2 then turn_left
|
||||
when 4 then turn_up
|
||||
when 6 then turn_down
|
||||
when 8 then turn_right
|
||||
end
|
||||
end
|
||||
|
||||
def turn_left_90
|
||||
case @direction
|
||||
when 2 then turn_right
|
||||
when 4 then turn_down
|
||||
when 6 then turn_up
|
||||
when 8 then turn_left
|
||||
end
|
||||
end
|
||||
|
||||
def turn_180
|
||||
case @direction
|
||||
when 2 then turn_up
|
||||
when 4 then turn_right
|
||||
when 6 then turn_left
|
||||
when 8 then turn_down
|
||||
end
|
||||
end
|
||||
|
||||
def turn_right_or_left_90
|
||||
(rand(2) == 0) ? turn_right_90 : turn_left_90
|
||||
end
|
||||
|
||||
def turn_random
|
||||
case rand(4)
|
||||
when 0 then turn_up
|
||||
when 1 then turn_right
|
||||
when 2 then turn_left
|
||||
when 3 then turn_down
|
||||
end
|
||||
end
|
||||
|
||||
def turn_toward_player
|
||||
sx = @x + @width / 2.0 - ($game_player.x + $game_player.width / 2.0)
|
||||
sy = @y - @height / 2.0 - ($game_player.y - $game_player.height / 2.0)
|
||||
return if sx == 0 and sy == 0
|
||||
if sx.abs > sy.abs
|
||||
(sx > 0) ? turn_left : turn_right
|
||||
else
|
||||
(sy > 0) ? turn_up : turn_down
|
||||
end
|
||||
end
|
||||
|
||||
def turn_away_from_player
|
||||
sx = @x + @width / 2.0 - ($game_player.x + $game_player.width / 2.0)
|
||||
sy = @y - @height / 2.0 - ($game_player.y - $game_player.height / 2.0)
|
||||
return if sx == 0 and sy == 0
|
||||
if sx.abs > sy.abs
|
||||
(sx > 0) ? turn_right : turn_left
|
||||
else
|
||||
(sy > 0) ? turn_down : turn_up
|
||||
end
|
||||
end
|
||||
|
||||
#=============================================================================
|
||||
# Updating
|
||||
#=============================================================================
|
||||
def update
|
||||
@moved_last_frame = @moved_this_frame
|
||||
if !$game_temp.in_menu
|
||||
# Update command
|
||||
update_command
|
||||
# Update movement
|
||||
(moving? || jumping?) ? update_move : update_stop
|
||||
end
|
||||
# Update animation
|
||||
update_pattern
|
||||
end
|
||||
|
||||
def update_command
|
||||
if @wait_count > 0
|
||||
@wait_count -= 1
|
||||
elsif @move_route_forcing
|
||||
move_type_custom
|
||||
elsif !@starting && !lock? && !moving? && !jumping?
|
||||
update_command_new
|
||||
end
|
||||
end
|
||||
|
||||
def update_command_new
|
||||
# @stop_count is the number of frames since the last movement finished.
|
||||
# @move_frequency has these values:
|
||||
# 1 => @stop_count > 190 # 4.75 seconds
|
||||
# 2 => @stop_count > 144 # 3.6 seconds
|
||||
# 3 => @stop_count > 102 # 2.55 seconds
|
||||
# 4 => @stop_count > 64 # 1.6 seconds
|
||||
# 5 => @stop_count > 30 # 0.75 seconds
|
||||
# 6 => @stop_count > 0 # 0 seconds
|
||||
if @stop_count >= self.move_frequency_real
|
||||
case @move_type
|
||||
when 1 then move_type_random
|
||||
when 2 then move_type_toward_player
|
||||
when 3 then move_type_custom
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
def update_move
|
||||
# Move the character (the 0.1 catches rounding errors)
|
||||
distance = (jumping?) ? jump_speed_real : move_speed_real
|
||||
dest_x = @x * Game_Map::REAL_RES_X
|
||||
dest_y = @y * Game_Map::REAL_RES_Y
|
||||
if @real_x < dest_x
|
||||
@real_x += distance
|
||||
@real_x = dest_x if @real_x > dest_x - 0.1
|
||||
else
|
||||
@real_x -= distance
|
||||
@real_x = dest_x if @real_x < dest_x + 0.1
|
||||
end
|
||||
if @real_y < dest_y
|
||||
@real_y += distance
|
||||
@real_y = dest_y if @real_y > dest_y - 0.1
|
||||
else
|
||||
@real_y -= distance
|
||||
@real_y = dest_y if @real_y < dest_y + 0.1
|
||||
end
|
||||
# Refresh how far is left to travel in a jump
|
||||
if jumping?
|
||||
@jump_count -= 1 if @jump_count > 0 # For stationary jumps only
|
||||
@jump_distance_left = [(dest_x - @real_x).abs, (dest_y - @real_y).abs].max
|
||||
end
|
||||
# End of a step, so perform events that happen at this time
|
||||
Events.onStepTakenFieldMovement.trigger(self, self) if !jumping? && !moving?
|
||||
# Increment animation counter
|
||||
@anime_count += 1 if @walk_anime || @step_anime
|
||||
@moved_this_frame = true
|
||||
end
|
||||
|
||||
def update_stop
|
||||
@anime_count += 1 if @step_anime
|
||||
@stop_count += 1 if !@starting && !lock?
|
||||
@moved_this_frame = false
|
||||
end
|
||||
|
||||
def update_pattern
|
||||
return if @lock_pattern
|
||||
# return if @jump_count > 0 # Don't animate if jumping on the spot
|
||||
# Character has stopped moving, return to original pattern
|
||||
if @moved_last_frame && !@moved_this_frame && !@step_anime
|
||||
@pattern = @original_pattern
|
||||
@anime_count = 0
|
||||
return
|
||||
end
|
||||
# Character has started to move, change pattern immediately
|
||||
if !@moved_last_frame && @moved_this_frame && !@step_anime
|
||||
@pattern = (@pattern + 1) % 4 if @walk_anime
|
||||
@anime_count = 0
|
||||
return
|
||||
end
|
||||
# Calculate how many frames each pattern should display for, i.e. the time
|
||||
# it takes to move half a tile (or a whole tile if cycling). We assume the
|
||||
# game uses square tiles.
|
||||
real_speed = (jumping?) ? jump_speed_real : move_speed_real
|
||||
frames_per_pattern = Game_Map::REAL_RES_X / (real_speed * 2.0)
|
||||
frames_per_pattern *= 2 if move_speed == 6 # Cycling/fastest speed
|
||||
return if @anime_count < frames_per_pattern
|
||||
# Advance to the next animation frame
|
||||
@pattern = (@pattern + 1) % 4
|
||||
@anime_count -= frames_per_pattern
|
||||
end
|
||||
end
|
||||
268
Data/Scripts/004_Game classes/008_Game_Event.rb
Normal file
268
Data/Scripts/004_Game classes/008_Game_Event.rb
Normal file
@@ -0,0 +1,268 @@
|
||||
class Game_Event < Game_Character
|
||||
attr_reader :map_id
|
||||
attr_reader :trigger
|
||||
attr_reader :list
|
||||
attr_reader :starting
|
||||
attr_reader :tempSwitches # Temporary self-switches
|
||||
attr_accessor :need_refresh
|
||||
|
||||
def initialize(map_id, event, map=nil)
|
||||
super(map)
|
||||
@map_id = map_id
|
||||
@event = event
|
||||
@id = @event.id
|
||||
@original_x = @event.x
|
||||
@original_y = @event.y
|
||||
if @event.name[/size\((\d+),(\d+)\)/i]
|
||||
@width = $~[1].to_i
|
||||
@height = $~[2].to_i
|
||||
end
|
||||
@erased = false
|
||||
@starting = false
|
||||
@need_refresh = false
|
||||
@route_erased = false
|
||||
@through = true
|
||||
@to_update = true
|
||||
@tempSwitches = {}
|
||||
moveto(@event.x, @event.y) if map
|
||||
refresh
|
||||
end
|
||||
|
||||
def id; return @event.id; end
|
||||
def name; return @event.name; end
|
||||
|
||||
def set_starting
|
||||
@starting = true
|
||||
end
|
||||
|
||||
def clear_starting
|
||||
@starting = false
|
||||
end
|
||||
|
||||
def start
|
||||
@starting = true if @list.size > 1
|
||||
end
|
||||
|
||||
def erase
|
||||
@erased = true
|
||||
refresh
|
||||
end
|
||||
|
||||
def erase_route
|
||||
@route_erased = true
|
||||
refresh
|
||||
end
|
||||
|
||||
def tsOn?(c)
|
||||
return @tempSwitches && @tempSwitches[c]==true
|
||||
end
|
||||
|
||||
def tsOff?(c)
|
||||
return !@tempSwitches || !@tempSwitches[c]
|
||||
end
|
||||
|
||||
def setTempSwitchOn(c)
|
||||
@tempSwitches[c]=true
|
||||
refresh
|
||||
end
|
||||
|
||||
def setTempSwitchOff(c)
|
||||
@tempSwitches[c]=false
|
||||
refresh
|
||||
end
|
||||
|
||||
def isOff?(c)
|
||||
return !$game_self_switches[[@map_id,@event.id,c]]
|
||||
end
|
||||
|
||||
def switchIsOn?(id)
|
||||
switchname = $data_system.switches[id]
|
||||
return false if !switchname
|
||||
if switchname[/^s\:/]
|
||||
return eval($~.post_match)
|
||||
else
|
||||
return $game_switches[id]
|
||||
end
|
||||
end
|
||||
|
||||
def variable
|
||||
return nil if !$PokemonGlobal.eventvars
|
||||
return $PokemonGlobal.eventvars[[@map_id,@event.id]]
|
||||
end
|
||||
|
||||
def setVariable(variable)
|
||||
$PokemonGlobal.eventvars[[@map_id,@event.id]]=variable
|
||||
end
|
||||
|
||||
def varAsInt
|
||||
return 0 if !$PokemonGlobal.eventvars
|
||||
return $PokemonGlobal.eventvars[[@map_id,@event.id]].to_i
|
||||
end
|
||||
|
||||
def expired?(secs=86400)
|
||||
ontime=self.variable
|
||||
time=pbGetTimeNow
|
||||
return ontime && (time.to_i>ontime+secs)
|
||||
end
|
||||
|
||||
def expiredDays?(days=1)
|
||||
ontime=self.variable.to_i
|
||||
return false if !ontime
|
||||
now=pbGetTimeNow
|
||||
elapsed=(now.to_i-ontime)/86400
|
||||
elapsed+=1 if (now.to_i-ontime)%86400>(now.hour*3600+now.min*60+now.sec)
|
||||
return elapsed>=days
|
||||
end
|
||||
|
||||
def cooledDown?(seconds)
|
||||
return true if expired?(seconds) && tsOff?("A")
|
||||
self.need_refresh = true
|
||||
return false
|
||||
end
|
||||
|
||||
def cooledDownDays?(days)
|
||||
return true if expiredDays?(days) && tsOff?("A")
|
||||
self.need_refresh = true
|
||||
return false
|
||||
end
|
||||
|
||||
def onEvent?
|
||||
return @map_id == $game_map.map_id && at_coordinate?($game_player.x, $game_player.y)
|
||||
end
|
||||
|
||||
def over_trigger?
|
||||
return false if @character_name != "" && !@through
|
||||
return false if @event.name[/hiddenitem/i]
|
||||
each_occupied_tile do |i, j|
|
||||
return true if self.map.passable?(i, j, 0, $game_player)
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
def pbCheckEventTriggerAfterTurning
|
||||
return if $game_system.map_interpreter.running? || @starting
|
||||
if @event.name[/trainer\((\d+)\)/i]
|
||||
distance = $~[1].to_i
|
||||
if @trigger==2 && pbEventCanReachPlayer?(self,$game_player,distance)
|
||||
start if !jumping? && !over_trigger?
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
def check_event_trigger_touch(x, y)
|
||||
return if $game_system.map_interpreter.running?
|
||||
return if @trigger != 2 # Event touch
|
||||
return if !at_coordinate?($game_player.x, $game_player.y)
|
||||
return if jumping? || over_trigger?
|
||||
start
|
||||
end
|
||||
|
||||
def check_event_trigger_auto
|
||||
if @trigger == 2 # Event touch
|
||||
if at_coordinate?($game_player.x, $game_player.y)
|
||||
start if not jumping? and over_trigger?
|
||||
end
|
||||
elsif @trigger == 3 # Autorun
|
||||
start
|
||||
end
|
||||
end
|
||||
|
||||
def refresh
|
||||
new_page = nil
|
||||
unless @erased
|
||||
for page in @event.pages.reverse
|
||||
c = page.condition
|
||||
next if c.switch1_valid && !switchIsOn?(c.switch1_id)
|
||||
next if c.switch2_valid && !switchIsOn?(c.switch2_id)
|
||||
next if c.variable_valid && $game_variables[c.variable_id] < c.variable_value
|
||||
if c.self_switch_valid
|
||||
key = [@map_id, @event.id, c.self_switch_ch]
|
||||
next if $game_self_switches[key] != true
|
||||
end
|
||||
new_page = page
|
||||
break
|
||||
end
|
||||
end
|
||||
return if new_page == @page
|
||||
@page = new_page
|
||||
clear_starting
|
||||
if @page == nil
|
||||
@tile_id = 0
|
||||
@character_name = ""
|
||||
@character_hue = 0
|
||||
@move_type = 0
|
||||
@through = true
|
||||
@trigger = nil
|
||||
@list = nil
|
||||
@interpreter = nil
|
||||
return
|
||||
end
|
||||
@tile_id = @page.graphic.tile_id
|
||||
@character_name = @page.graphic.character_name
|
||||
@character_hue = @page.graphic.character_hue
|
||||
if @original_direction != @page.graphic.direction
|
||||
@direction = @page.graphic.direction
|
||||
@original_direction = @direction
|
||||
@prelock_direction = 0
|
||||
end
|
||||
if @original_pattern != @page.graphic.pattern
|
||||
@pattern = @page.graphic.pattern
|
||||
@original_pattern = @pattern
|
||||
end
|
||||
@opacity = @page.graphic.opacity
|
||||
@blend_type = @page.graphic.blend_type
|
||||
@move_type = @page.move_type
|
||||
self.move_speed = @page.move_speed
|
||||
self.move_frequency = @page.move_frequency
|
||||
@move_route = (@route_erased) ? RPG::MoveRoute.new : @page.move_route
|
||||
@move_route_index = 0
|
||||
@move_route_forcing = false
|
||||
@walk_anime = @page.walk_anime
|
||||
@step_anime = @page.step_anime
|
||||
@direction_fix = @page.direction_fix
|
||||
@through = @page.through
|
||||
@always_on_top = @page.always_on_top
|
||||
@trigger = @page.trigger
|
||||
@list = @page.list
|
||||
@interpreter = nil
|
||||
if @trigger == 4 # Parallel Process
|
||||
@interpreter = Interpreter.new
|
||||
end
|
||||
check_event_trigger_auto
|
||||
end
|
||||
|
||||
def should_update?(recalc=false)
|
||||
return @to_update if !recalc
|
||||
return true if $PokemonSystem.tilemap==2
|
||||
return true if @trigger && (@trigger == 3 || @trigger == 4)
|
||||
return true if @move_route_forcing
|
||||
return true if @event.name[/update/i]
|
||||
range = 2 # Number of tiles
|
||||
return false if self.screen_x - @sprite_size[0]/2 > Graphics.width + range * Game_Map::TILE_WIDTH
|
||||
return false if self.screen_x + @sprite_size[0]/2 < -range * Game_Map::TILE_WIDTH
|
||||
return false if self.screen_y_ground - @sprite_size[1] > Graphics.height + range * Game_Map::TILE_HEIGHT
|
||||
return false if self.screen_y_ground < -range * Game_Map::TILE_HEIGHT
|
||||
return true
|
||||
end
|
||||
|
||||
def update
|
||||
@to_update = should_update?(true)
|
||||
return if !@to_update
|
||||
last_moving = moving?
|
||||
super
|
||||
if !moving? && last_moving
|
||||
$game_player.pbCheckEventTriggerFromDistance([2])
|
||||
end
|
||||
if @need_refresh
|
||||
@need_refresh = false
|
||||
refresh
|
||||
end
|
||||
check_event_trigger_auto
|
||||
if @interpreter != nil
|
||||
unless @interpreter.running?
|
||||
@interpreter.setup(@list, @event.id, @map_id)
|
||||
end
|
||||
@interpreter.update
|
||||
end
|
||||
end
|
||||
end
|
||||
475
Data/Scripts/004_Game classes/009_Game_Player.rb
Normal file
475
Data/Scripts/004_Game classes/009_Game_Player.rb
Normal file
@@ -0,0 +1,475 @@
|
||||
#===============================================================================
|
||||
# ** Game_Player
|
||||
#-------------------------------------------------------------------------------
|
||||
# This class handles the player. Its functions include event starting
|
||||
# determinants and map scrolling. Refer to "$game_player" for the one
|
||||
# instance of this class.
|
||||
#===============================================================================
|
||||
class Game_Player < Game_Character
|
||||
attr_accessor :bump_se
|
||||
attr_accessor :charsetData
|
||||
attr_accessor :encounter_count
|
||||
|
||||
SCREEN_CENTER_X = (Settings::SCREEN_WIDTH / 2 - Game_Map::TILE_WIDTH / 2) * Game_Map::X_SUBPIXELS
|
||||
SCREEN_CENTER_Y = (Settings::SCREEN_HEIGHT / 2 - Game_Map::TILE_HEIGHT / 2) * Game_Map::Y_SUBPIXELS
|
||||
|
||||
def initialize(*arg)
|
||||
super(*arg)
|
||||
@lastdir=0
|
||||
@lastdirframe=0
|
||||
@bump_se=0
|
||||
end
|
||||
|
||||
def map
|
||||
@map = nil
|
||||
return $game_map
|
||||
end
|
||||
|
||||
def bush_depth
|
||||
return 0 if @tile_id > 0 || @always_on_top
|
||||
xbehind = (@direction==4) ? @x+1 : (@direction==6) ? @x-1 : @x
|
||||
ybehind = (@direction==8) ? @y+1 : (@direction==2) ? @y-1 : @y
|
||||
# Both current tile and previous tile are on the same map; just return super
|
||||
return super if $game_map.valid?(@x,@y) && $game_map.valid?(xbehind,ybehind)
|
||||
# The current or the previous tile is on a different map; consult MapFactory
|
||||
return 0 if !$MapFactory
|
||||
# Get map and coordinates of the current tile
|
||||
if $game_map.valid?(@x,@y)
|
||||
heremap = self.map; herex = @x; herey = @y
|
||||
else
|
||||
newhere = $MapFactory.getNewMap(@x,@y)
|
||||
return 0 unless newhere && newhere[0] # Map not found
|
||||
heremap = newhere[0]; herex = newhere[1]; herey = newhere[2]
|
||||
end
|
||||
# Get map and coordinates of the previous tile
|
||||
newbehind = $MapFactory.getNewMap(xbehind,ybehind)
|
||||
if $game_map.valid?(xbehind,ybehind)
|
||||
behindmap = self.map; behindx = xbehind; behindy = ybehind
|
||||
else
|
||||
return 0 unless newbehind && newbehind[0] # Map not found
|
||||
behindmap = newbehind[0]; behindx = newbehind[1]; behindy = newbehind[2]
|
||||
end
|
||||
# Return bush depth
|
||||
if !jumping?
|
||||
return 32 if heremap.deepBush?(herex, herey) && behindmap.deepBush?(behindx, behindy)
|
||||
return 12 if heremap.bush?(herex, herey) && !moving?
|
||||
end
|
||||
return 0
|
||||
end
|
||||
|
||||
def pbHasDependentEvents?
|
||||
return $PokemonGlobal.dependentEvents.length>0
|
||||
end
|
||||
|
||||
def bump_into_object
|
||||
return if @bump_se && @bump_se>0
|
||||
pbSEPlay("Player bump")
|
||||
@bump_se = Graphics.frame_rate/4
|
||||
end
|
||||
|
||||
def move_generic(dir, turn_enabled = true)
|
||||
turn_generic(dir, true) if turn_enabled
|
||||
if !$PokemonTemp.encounterTriggered
|
||||
x_offset = (dir == 4) ? -1 : (dir == 6) ? 1 : 0
|
||||
y_offset = (dir == 8) ? -1 : (dir == 2) ? 1 : 0
|
||||
if can_move_in_direction?(dir)
|
||||
return if pbLedge(x_offset, y_offset)
|
||||
return if pbEndSurf(x_offset, y_offset)
|
||||
turn_generic(dir, true)
|
||||
if !$PokemonTemp.encounterTriggered
|
||||
@x += x_offset
|
||||
@y += y_offset
|
||||
$PokemonTemp.dependentEvents.pbMoveDependentEvents
|
||||
increase_steps
|
||||
end
|
||||
else
|
||||
if !check_event_trigger_touch(@x + x_offset, @y + y_offset)
|
||||
bump_into_object
|
||||
end
|
||||
end
|
||||
end
|
||||
$PokemonTemp.encounterTriggered = false
|
||||
end
|
||||
|
||||
def turn_generic(dir, keep_enc_indicator = false)
|
||||
old_direction = @direction
|
||||
super(dir)
|
||||
if @direction != old_direction && !@move_route_forcing && !pbMapInterpreterRunning?
|
||||
Events.onChangeDirection.trigger(self, self)
|
||||
$PokemonTemp.encounterTriggered = false if !keep_enc_indicator
|
||||
end
|
||||
end
|
||||
|
||||
def pbTriggeredTrainerEvents(triggers,checkIfRunning=true)
|
||||
result = []
|
||||
# If event is running
|
||||
return result if checkIfRunning && $game_system.map_interpreter.running?
|
||||
# All event loops
|
||||
for event in $game_map.events.values
|
||||
next if !event.name[/trainer\((\d+)\)/i]
|
||||
distance = $~[1].to_i
|
||||
# If event coordinates and triggers are consistent
|
||||
if pbEventCanReachPlayer?(event,self,distance) and triggers.include?(event.trigger)
|
||||
# If starting determinant is front event (other than jumping)
|
||||
result.push(event) if not event.jumping? and not event.over_trigger?
|
||||
end
|
||||
end
|
||||
return result
|
||||
end
|
||||
|
||||
def pbTriggeredCounterEvents(triggers,checkIfRunning=true)
|
||||
result = []
|
||||
# If event is running
|
||||
return result if checkIfRunning && $game_system.map_interpreter.running?
|
||||
# All event loops
|
||||
for event in $game_map.events.values
|
||||
next if !event.name[/counter\((\d+)\)/i]
|
||||
distance = $~[1].to_i
|
||||
# If event coordinates and triggers are consistent
|
||||
if pbEventFacesPlayer?(event,self,distance) and triggers.include?(event.trigger)
|
||||
# If starting determinant is front event (other than jumping)
|
||||
result.push(event) if not event.jumping? and not event.over_trigger?
|
||||
end
|
||||
end
|
||||
return result
|
||||
end
|
||||
|
||||
def pbCheckEventTriggerAfterTurning; end
|
||||
|
||||
def pbCheckEventTriggerFromDistance(triggers)
|
||||
ret = pbTriggeredTrainerEvents(triggers)
|
||||
ret.concat(pbTriggeredCounterEvents(triggers))
|
||||
return false if ret.length==0
|
||||
for event in ret
|
||||
event.start
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
def pbTerrainTag(countBridge = false)
|
||||
return $MapFactory.getTerrainTag(self.map.map_id, @x, @y, countBridge) if $MapFactory
|
||||
return $game_map.terrain_tag(@x, @y, countBridge)
|
||||
end
|
||||
|
||||
def pbFacingEvent(ignoreInterpreter=false)
|
||||
return nil if $game_system.map_interpreter.running? && !ignoreInterpreter
|
||||
# Check the tile in front of the player for events
|
||||
new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
|
||||
new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
|
||||
return nil if !$game_map.valid?(new_x, new_y)
|
||||
for event in $game_map.events.values
|
||||
next if !event.at_coordinate?(new_x, new_y)
|
||||
next if event.jumping? || event.over_trigger?
|
||||
return event
|
||||
end
|
||||
# If the tile in front is a counter, check one tile beyond that for events
|
||||
if $game_map.counter?(new_x, new_y)
|
||||
new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
|
||||
new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
|
||||
for event in $game_map.events.values
|
||||
next if !event.at_coordinate?(new_x, new_y)
|
||||
next if event.jumping? || event.over_trigger?
|
||||
return event
|
||||
end
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
def pbFacingTerrainTag(dir = nil)
|
||||
dir = self.direction if !dir
|
||||
return $MapFactory.getFacingTerrainTag(dir, self) if $MapFactory
|
||||
facing = pbFacingTile(dir, self)
|
||||
return $game_map.terrain_tag(facing[1], facing[2])
|
||||
end
|
||||
|
||||
#-----------------------------------------------------------------------------
|
||||
# * Passable Determinants
|
||||
# x : x-coordinate
|
||||
# y : y-coordinate
|
||||
# d : direction (0,2,4,6,8)
|
||||
# * 0 = Determines if all directions are impassable (for jumping)
|
||||
#-----------------------------------------------------------------------------
|
||||
def passable?(x, y, d, strict = false)
|
||||
# Get new coordinates
|
||||
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
|
||||
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
|
||||
# If coordinates are outside of map
|
||||
return false if !$game_map.validLax?(new_x, new_y)
|
||||
if !$game_map.valid?(new_x, new_y)
|
||||
return false if !$MapFactory
|
||||
return $MapFactory.isPassableFromEdge?(new_x, new_y)
|
||||
end
|
||||
# If debug mode is ON and Ctrl key was pressed
|
||||
return true if $DEBUG and Input.press?(Input::CTRL)
|
||||
return super
|
||||
end
|
||||
|
||||
#-----------------------------------------------------------------------------
|
||||
# * Set Map Display Position to Center of Screen
|
||||
#-----------------------------------------------------------------------------
|
||||
def center(x, y)
|
||||
self.map.display_x = x * Game_Map::REAL_RES_X - SCREEN_CENTER_X
|
||||
self.map.display_y = y * Game_Map::REAL_RES_Y - SCREEN_CENTER_Y
|
||||
end
|
||||
|
||||
#-----------------------------------------------------------------------------
|
||||
# * Move to Designated Position
|
||||
# x : x-coordinate
|
||||
# y : y-coordinate
|
||||
#-----------------------------------------------------------------------------
|
||||
def moveto(x, y)
|
||||
super
|
||||
# Centering
|
||||
center(x, y)
|
||||
# Make encounter count
|
||||
make_encounter_count
|
||||
end
|
||||
|
||||
#-----------------------------------------------------------------------------
|
||||
# * Make Encounter Count
|
||||
#-----------------------------------------------------------------------------
|
||||
def make_encounter_count
|
||||
# Image of two dice rolling
|
||||
if $game_map.map_id != 0
|
||||
n = $game_map.encounter_step
|
||||
@encounter_count = rand(n) + rand(n) + 1
|
||||
end
|
||||
end
|
||||
|
||||
#-----------------------------------------------------------------------------
|
||||
# * Refresh
|
||||
#-----------------------------------------------------------------------------
|
||||
def refresh
|
||||
@opacity = 255
|
||||
@blend_type = 0
|
||||
end
|
||||
|
||||
#-----------------------------------------------------------------------------
|
||||
# * Trigger event(s) at the same coordinates as self with the appropriate
|
||||
# trigger(s) that can be triggered
|
||||
#-----------------------------------------------------------------------------
|
||||
def check_event_trigger_here(triggers)
|
||||
result = false
|
||||
# If event is running
|
||||
return result if $game_system.map_interpreter.running?
|
||||
# All event loops
|
||||
for event in $game_map.events.values
|
||||
# If event coordinates and triggers are consistent
|
||||
next if !event.at_coordinate?(@x, @y)
|
||||
next if !triggers.include?(event.trigger)
|
||||
# If starting determinant is same position event (other than jumping)
|
||||
next if event.jumping? || !event.over_trigger?
|
||||
event.start
|
||||
result = true
|
||||
end
|
||||
return result
|
||||
end
|
||||
|
||||
#-----------------------------------------------------------------------------
|
||||
# * Front Event Starting Determinant
|
||||
#-----------------------------------------------------------------------------
|
||||
def check_event_trigger_there(triggers)
|
||||
result = false
|
||||
# If event is running
|
||||
return result if $game_system.map_interpreter.running?
|
||||
# Calculate front event coordinates
|
||||
new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
|
||||
new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
|
||||
return false if !$game_map.valid?(new_x, new_y)
|
||||
# All event loops
|
||||
for event in $game_map.events.values
|
||||
# If event coordinates and triggers are consistent
|
||||
next if !event.at_coordinate?(new_x, new_y)
|
||||
next if !triggers.include?(event.trigger)
|
||||
# If starting determinant is front event (other than jumping)
|
||||
next if event.jumping? || event.over_trigger?
|
||||
event.start
|
||||
result = true
|
||||
end
|
||||
# If fitting event is not found
|
||||
if result == false
|
||||
# If front tile is a counter
|
||||
if $game_map.counter?(new_x, new_y)
|
||||
# Calculate coordinates of 1 tile further away
|
||||
new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
|
||||
new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
|
||||
return false if !$game_map.valid?(new_x, new_y)
|
||||
# All event loops
|
||||
for event in $game_map.events.values
|
||||
# If event coordinates and triggers are consistent
|
||||
next if !event.at_coordinate?(new_x, new_y)
|
||||
next if !triggers.include?(event.trigger)
|
||||
# If starting determinant is front event (other than jumping)
|
||||
next if event.jumping? || event.over_trigger?
|
||||
event.start
|
||||
result = true
|
||||
end
|
||||
end
|
||||
end
|
||||
return result
|
||||
end
|
||||
|
||||
#-----------------------------------------------------------------------------
|
||||
# * Touch Event Starting Determinant
|
||||
#-----------------------------------------------------------------------------
|
||||
def check_event_trigger_touch(x, y)
|
||||
result = false
|
||||
# If event is running
|
||||
return result if $game_system.map_interpreter.running?
|
||||
# All event loops
|
||||
for event in $game_map.events.values
|
||||
# If event coordinates and triggers are consistent
|
||||
next if !event.at_coordinate?(x, y)
|
||||
if event.name[/trainer\((\d+)\)/i]
|
||||
distance = $~[1].to_i
|
||||
next if !pbEventCanReachPlayer?(event,self,distance)
|
||||
elsif event.name[/counter\((\d+)\)/i]
|
||||
distance = $~[1].to_i
|
||||
next if !pbEventFacesPlayer?(event,self,distance)
|
||||
end
|
||||
next if ![1,2].include?(event.trigger)
|
||||
# If starting determinant is front event (other than jumping)
|
||||
next if event.jumping? || event.over_trigger?
|
||||
event.start
|
||||
result = true
|
||||
end
|
||||
return result
|
||||
end
|
||||
|
||||
#-----------------------------------------------------------------------------
|
||||
# * Frame Update
|
||||
#-----------------------------------------------------------------------------
|
||||
def update
|
||||
last_real_x = @real_x
|
||||
last_real_y = @real_y
|
||||
super
|
||||
update_screen_position(last_real_x, last_real_y)
|
||||
# Update dependent events
|
||||
$PokemonTemp.dependentEvents.updateDependentEvents
|
||||
# Count down the time between allowed bump sounds
|
||||
@bump_se -= 1 if @bump_se && @bump_se>0
|
||||
# Finish up dismounting from surfing
|
||||
if $PokemonTemp.endSurf && !moving?
|
||||
pbCancelVehicles
|
||||
$PokemonTemp.surfJump = nil
|
||||
$PokemonTemp.endSurf = false
|
||||
end
|
||||
update_event_triggering
|
||||
end
|
||||
|
||||
def update_command_new
|
||||
dir = Input.dir4
|
||||
unless pbMapInterpreterRunning? || $game_temp.message_window_showing ||
|
||||
$PokemonTemp.miniupdate || $game_temp.in_menu
|
||||
# Move player in the direction the directional button is being pressed
|
||||
if @moved_last_frame ||
|
||||
(dir > 0 && dir == @lastdir && Graphics.frame_count - @lastdirframe > Graphics.frame_rate / 20)
|
||||
case dir
|
||||
when 2 then move_down
|
||||
when 4 then move_left
|
||||
when 6 then move_right
|
||||
when 8 then move_up
|
||||
end
|
||||
elsif dir != @lastdir
|
||||
case dir
|
||||
when 2 then turn_down
|
||||
when 4 then turn_left
|
||||
when 6 then turn_right
|
||||
when 8 then turn_up
|
||||
end
|
||||
end
|
||||
end
|
||||
# Record last direction input
|
||||
@lastdirframe = Graphics.frame_count if dir != @lastdir
|
||||
@lastdir = dir
|
||||
end
|
||||
|
||||
# Center player on-screen
|
||||
def update_screen_position(last_real_x, last_real_y)
|
||||
return if self.map.scrolling? || !(@moved_last_frame || @moved_this_frame)
|
||||
self.map.display_x = @real_x - SCREEN_CENTER_X
|
||||
self.map.display_y = @real_y - SCREEN_CENTER_Y
|
||||
end
|
||||
|
||||
def update_event_triggering
|
||||
return if moving?
|
||||
# Try triggering events upon walking into them/in front of them
|
||||
if @moved_this_frame
|
||||
$PokemonTemp.dependentEvents.pbTurnDependentEvents
|
||||
result = pbCheckEventTriggerFromDistance([2])
|
||||
# Event determinant is via touch of same position event
|
||||
result |= check_event_trigger_here([1,2])
|
||||
# No events triggered, try other event triggers upon finishing a step
|
||||
pbOnStepTaken(result)
|
||||
end
|
||||
# If C button was pressed, try to manually interact with events
|
||||
if Input.trigger?(Input::USE) && !$PokemonTemp.miniupdate
|
||||
# Same position and front event determinant
|
||||
check_event_trigger_here([0])
|
||||
check_event_trigger_there([0,2])
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
def pbGetPlayerCharset(meta,charset,trainer=nil,force=false)
|
||||
trainer = $Trainer if !trainer
|
||||
outfit = (trainer) ? trainer.outfit : 0
|
||||
if $game_player && $game_player.charsetData && !force
|
||||
return nil if $game_player.charsetData[0]==$PokemonGlobal.playerID &&
|
||||
$game_player.charsetData[1]==charset &&
|
||||
$game_player.charsetData[2]==outfit
|
||||
end
|
||||
$game_player.charsetData = [$PokemonGlobal.playerID,charset,outfit] if $game_player
|
||||
ret = meta[charset]
|
||||
ret = meta[1] if !ret || ret==""
|
||||
if pbResolveBitmap("Graphics/Characters/"+ret+"_"+outfit.to_s)
|
||||
ret = ret+"_"+outfit.to_s
|
||||
end
|
||||
return ret
|
||||
end
|
||||
|
||||
def pbUpdateVehicle
|
||||
meta = GameData::Metadata.get_player($PokemonGlobal.playerID)
|
||||
if meta
|
||||
charset = 1 # Regular graphic
|
||||
if $PokemonGlobal.diving; charset = 5 # Diving graphic
|
||||
elsif $PokemonGlobal.surfing; charset = 3 # Surfing graphic
|
||||
elsif $PokemonGlobal.bicycle; charset = 2 # Bicycle graphic
|
||||
end
|
||||
newCharName = pbGetPlayerCharset(meta,charset)
|
||||
$game_player.character_name = newCharName if newCharName
|
||||
end
|
||||
end
|
||||
|
||||
def pbCancelVehicles(destination=nil)
|
||||
$PokemonGlobal.surfing = false
|
||||
$PokemonGlobal.diving = false
|
||||
$PokemonGlobal.bicycle = false if !destination || !pbCanUseBike?(destination)
|
||||
pbUpdateVehicle
|
||||
end
|
||||
|
||||
def pbCanUseBike?(map_id)
|
||||
map_metadata = GameData::MapMetadata.try_get(map_id)
|
||||
return false if !map_metadata
|
||||
return true if map_metadata.always_bicycle
|
||||
val = map_metadata.can_bicycle || map_metadata.outdoor_map
|
||||
return (val) ? true : false
|
||||
end
|
||||
|
||||
def pbMountBike
|
||||
return if $PokemonGlobal.bicycle
|
||||
$PokemonGlobal.bicycle = true
|
||||
pbUpdateVehicle
|
||||
bike_bgm = GameData::Metadata.get.bicycle_BGM
|
||||
pbCueBGM(bike_bgm, 0.5) if bike_bgm
|
||||
pbPokeRadarCancel
|
||||
end
|
||||
|
||||
def pbDismountBike
|
||||
return if !$PokemonGlobal.bicycle
|
||||
$PokemonGlobal.bicycle = false
|
||||
pbUpdateVehicle
|
||||
$game_map.autoplayAsCue
|
||||
end
|
||||
102
Data/Scripts/004_Game classes/010_Game_PlayerVisuals.rb
Normal file
102
Data/Scripts/004_Game classes/010_Game_PlayerVisuals.rb
Normal file
@@ -0,0 +1,102 @@
|
||||
class Game_Player < Game_Character
|
||||
@@bobFrameSpeed = 1.0/15
|
||||
|
||||
def fullPattern
|
||||
case self.direction
|
||||
when 2 then return self.pattern
|
||||
when 4 then return self.pattern + 4
|
||||
when 6 then return self.pattern + 8
|
||||
when 8 then return self.pattern + 12
|
||||
end
|
||||
return 0
|
||||
end
|
||||
|
||||
def setDefaultCharName(chname,pattern,lockpattern=false)
|
||||
return if pattern<0 || pattern>=16
|
||||
@defaultCharacterName = chname
|
||||
@direction = [2,4,6,8][pattern/4]
|
||||
@pattern = pattern%4
|
||||
@lock_pattern = lockpattern
|
||||
end
|
||||
|
||||
def pbCanRun?
|
||||
return false if $game_temp.in_menu || $game_temp.in_battle ||
|
||||
@move_route_forcing || $game_temp.message_window_showing ||
|
||||
pbMapInterpreterRunning?
|
||||
input = ($PokemonSystem.runstyle == 1) ^ Input.press?(Input::SPECIAL)
|
||||
return input && $PokemonGlobal.runningShoes && !jumping? &&
|
||||
!$PokemonGlobal.diving && !$PokemonGlobal.surfing &&
|
||||
!$PokemonGlobal.bicycle && !$game_player.pbTerrainTag.must_walk
|
||||
end
|
||||
|
||||
def pbIsRunning?
|
||||
return moving? && !@move_route_forcing && pbCanRun?
|
||||
end
|
||||
|
||||
def character_name
|
||||
@defaultCharacterName = "" if !@defaultCharacterName
|
||||
return @defaultCharacterName if @defaultCharacterName!=""
|
||||
if !@move_route_forcing && $PokemonGlobal.playerID>=0
|
||||
meta = GameData::Metadata.get_player($PokemonGlobal.playerID)
|
||||
if meta && !$PokemonGlobal.bicycle && !$PokemonGlobal.diving && !$PokemonGlobal.surfing
|
||||
charset = 1 # Display normal character sprite
|
||||
if pbCanRun? && (moving? || @wasmoving) && Input.dir4!=0 && meta[4] && meta[4]!=""
|
||||
charset = 4 # Display running character sprite
|
||||
end
|
||||
newCharName = pbGetPlayerCharset(meta,charset)
|
||||
@character_name = newCharName if newCharName
|
||||
@wasmoving = moving?
|
||||
end
|
||||
end
|
||||
return @character_name
|
||||
end
|
||||
|
||||
def update_command
|
||||
if $game_player.pbTerrainTag.ice
|
||||
self.move_speed = 4 # Sliding on ice
|
||||
elsif !moving? && !@move_route_forcing && $PokemonGlobal
|
||||
if $PokemonGlobal.bicycle
|
||||
self.move_speed = 5 # Cycling
|
||||
elsif pbCanRun? || $PokemonGlobal.surfing
|
||||
self.move_speed = 4 # Running, surfing
|
||||
else
|
||||
self.move_speed = 3 # Walking, diving
|
||||
end
|
||||
end
|
||||
super
|
||||
end
|
||||
|
||||
def update_pattern
|
||||
if $PokemonGlobal.surfing || $PokemonGlobal.diving
|
||||
p = ((Graphics.frame_count%60)*@@bobFrameSpeed).floor
|
||||
@pattern = p if !@lock_pattern
|
||||
@pattern_surf = p
|
||||
@bob_height = (p>=2) ? 2 : 0
|
||||
else
|
||||
@bob_height = 0
|
||||
super
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
=begin
|
||||
class Game_Character
|
||||
alias update_old2 update
|
||||
|
||||
def update
|
||||
if self.is_a?(Game_Event)
|
||||
if @dependentEvents
|
||||
for i in 0...@dependentEvents.length
|
||||
if @dependentEvents[i][0]==$game_map.map_id &&
|
||||
@dependentEvents[i][1]==self.id
|
||||
self.move_speed_real = $game_player.move_speed_real
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
update_old2
|
||||
end
|
||||
end
|
||||
=end
|
||||
81
Data/Scripts/004_Game classes/011_Game_CommonEvent.rb
Normal file
81
Data/Scripts/004_Game classes/011_Game_CommonEvent.rb
Normal file
@@ -0,0 +1,81 @@
|
||||
#===============================================================================
|
||||
# ** Game_CommonEvent
|
||||
#-------------------------------------------------------------------------------
|
||||
# This class handles common events. It includes execution of parallel process
|
||||
# event. This class is used within the Game_Map class ($game_map).
|
||||
#===============================================================================
|
||||
class Game_CommonEvent
|
||||
#-----------------------------------------------------------------------------
|
||||
# * Object Initialization
|
||||
# common_event_id : common event ID
|
||||
#-----------------------------------------------------------------------------
|
||||
def initialize(common_event_id)
|
||||
@common_event_id = common_event_id
|
||||
@interpreter = nil
|
||||
refresh
|
||||
end
|
||||
#-----------------------------------------------------------------------------
|
||||
# * Get Name
|
||||
#-----------------------------------------------------------------------------
|
||||
def name
|
||||
return $data_common_events[@common_event_id].name
|
||||
end
|
||||
#-----------------------------------------------------------------------------
|
||||
# * Get Trigger
|
||||
#-----------------------------------------------------------------------------
|
||||
def trigger
|
||||
return $data_common_events[@common_event_id].trigger
|
||||
end
|
||||
#-----------------------------------------------------------------------------
|
||||
# * Get Condition Switch ID
|
||||
#-----------------------------------------------------------------------------
|
||||
def switch_id
|
||||
return $data_common_events[@common_event_id].switch_id
|
||||
end
|
||||
#-----------------------------------------------------------------------------
|
||||
# * Get List of Event Commands
|
||||
#-----------------------------------------------------------------------------
|
||||
def list
|
||||
return $data_common_events[@common_event_id].list
|
||||
end
|
||||
#-----------------------------------------------------------------------------
|
||||
# * Checks if switch is on
|
||||
#-----------------------------------------------------------------------------
|
||||
def switchIsOn?(id)
|
||||
switchName = $data_system.switches[id]
|
||||
return false if !switchName
|
||||
if switchName[/^s\:/]
|
||||
return eval($~.post_match)
|
||||
else
|
||||
return $game_switches[id]
|
||||
end
|
||||
end
|
||||
#-----------------------------------------------------------------------------
|
||||
# * Refresh
|
||||
#-----------------------------------------------------------------------------
|
||||
def refresh
|
||||
# Create an interpreter for parallel process if necessary
|
||||
if self.trigger == 2 and switchIsOn?(self.switch_id)
|
||||
if @interpreter == nil
|
||||
@interpreter = Interpreter.new
|
||||
end
|
||||
else
|
||||
@interpreter = nil
|
||||
end
|
||||
end
|
||||
#-----------------------------------------------------------------------------
|
||||
# * Frame Update
|
||||
#-----------------------------------------------------------------------------
|
||||
def update
|
||||
# If parallel process is valid
|
||||
if @interpreter != nil
|
||||
# If not running
|
||||
unless @interpreter.running?
|
||||
# Set up event
|
||||
@interpreter.setup(self.list, 0)
|
||||
end
|
||||
# Update interpreter
|
||||
@interpreter.update
|
||||
end
|
||||
end
|
||||
end
|
||||
565
Data/Scripts/004_Game classes/012_Game_DependentEvents.rb
Normal file
565
Data/Scripts/004_Game classes/012_Game_DependentEvents.rb
Normal file
@@ -0,0 +1,565 @@
|
||||
class PokemonTemp
|
||||
attr_writer :dependentEvents
|
||||
|
||||
def dependentEvents
|
||||
@dependentEvents = DependentEvents.new if !@dependentEvents
|
||||
return @dependentEvents
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
def pbRemoveDependencies()
|
||||
$PokemonTemp.dependentEvents.removeAllEvents()
|
||||
pbDeregisterPartner() rescue nil
|
||||
end
|
||||
|
||||
def pbAddDependency(event)
|
||||
$PokemonTemp.dependentEvents.addEvent(event)
|
||||
end
|
||||
|
||||
def pbRemoveDependency(event)
|
||||
$PokemonTemp.dependentEvents.removeEvent(event)
|
||||
end
|
||||
|
||||
def pbAddDependency2(eventID, eventName, commonEvent)
|
||||
$PokemonTemp.dependentEvents.addEvent($game_map.events[eventID],eventName,commonEvent)
|
||||
end
|
||||
|
||||
# Gets the Game_Character object associated with a dependent event.
|
||||
def pbGetDependency(eventName)
|
||||
return $PokemonTemp.dependentEvents.getEventByName(eventName)
|
||||
end
|
||||
|
||||
def pbRemoveDependency2(eventName)
|
||||
$PokemonTemp.dependentEvents.removeEventByName(eventName)
|
||||
end
|
||||
|
||||
|
||||
|
||||
class PokemonGlobalMetadata
|
||||
attr_writer :dependentEvents
|
||||
|
||||
def dependentEvents
|
||||
@dependentEvents = [] if !@dependentEvents
|
||||
return @dependentEvents
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
def pbTestPass(follower,x,y,_direction=nil)
|
||||
return $MapFactory.isPassableStrict?(follower.map.map_id,x,y,follower)
|
||||
end
|
||||
|
||||
# Same map only
|
||||
def moveThrough(follower,direction)
|
||||
oldThrough=follower.through
|
||||
follower.through=true
|
||||
case direction
|
||||
when 2 then follower.move_down
|
||||
when 4 then follower.move_left
|
||||
when 6 then follower.move_right
|
||||
when 8 then follower.move_up
|
||||
end
|
||||
follower.through=oldThrough
|
||||
end
|
||||
|
||||
# Same map only
|
||||
def moveFancy(follower,direction)
|
||||
deltaX=(direction == 6 ? 1 : (direction == 4 ? -1 : 0))
|
||||
deltaY=(direction == 2 ? 1 : (direction == 8 ? -1 : 0))
|
||||
newX = follower.x + deltaX
|
||||
newY = follower.y + deltaY
|
||||
# Move if new position is the player's, or the new position is passable,
|
||||
# or the current position is not passable
|
||||
if ($game_player.x==newX && $game_player.y==newY) ||
|
||||
pbTestPass(follower,newX,newY,0) ||
|
||||
!pbTestPass(follower,follower.x,follower.y,0)
|
||||
oldThrough=follower.through
|
||||
follower.through=true
|
||||
case direction
|
||||
when 2 then follower.move_down
|
||||
when 4 then follower.move_left
|
||||
when 6 then follower.move_right
|
||||
when 8 then follower.move_up
|
||||
end
|
||||
follower.through=oldThrough
|
||||
end
|
||||
end
|
||||
|
||||
# Same map only
|
||||
def jumpFancy(follower,direction,leader)
|
||||
deltaX=(direction == 6 ? 2 : (direction == 4 ? -2 : 0))
|
||||
deltaY=(direction == 2 ? 2 : (direction == 8 ? -2 : 0))
|
||||
halfDeltaX=(direction == 6 ? 1 : (direction == 4 ? -1 : 0))
|
||||
halfDeltaY=(direction == 2 ? 1 : (direction == 8 ? -1 : 0))
|
||||
middle=pbTestPass(follower,follower.x+halfDeltaX,follower.y+halfDeltaY,0)
|
||||
ending=pbTestPass(follower,follower.x+deltaX, follower.y+deltaY, 0)
|
||||
if middle
|
||||
moveFancy(follower,direction)
|
||||
moveFancy(follower,direction)
|
||||
elsif ending
|
||||
if pbTestPass(follower,follower.x,follower.y,0)
|
||||
if leader.jumping?
|
||||
follower.jump_speed_real = leader.jump_speed_real * Graphics.frame_rate / 40.0
|
||||
else
|
||||
follower.jump_speed_real = leader.move_speed_real * Graphics.frame_rate / 20.0
|
||||
end
|
||||
follower.jump(deltaX,deltaY)
|
||||
else
|
||||
moveThrough(follower,direction)
|
||||
moveThrough(follower,direction)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
def pbFancyMoveTo(follower,newX,newY,leader)
|
||||
if follower.x-newX==-1 && follower.y==newY
|
||||
moveFancy(follower,6)
|
||||
elsif follower.x-newX==1 && follower.y==newY
|
||||
moveFancy(follower,4)
|
||||
elsif follower.y-newY==-1 && follower.x==newX
|
||||
moveFancy(follower,2)
|
||||
elsif follower.y-newY==1 && follower.x==newX
|
||||
moveFancy(follower,8)
|
||||
elsif follower.x-newX==-2 && follower.y==newY
|
||||
jumpFancy(follower,6,leader)
|
||||
elsif follower.x-newX==2 && follower.y==newY
|
||||
jumpFancy(follower,4,leader)
|
||||
elsif follower.y-newY==-2 && follower.x==newX
|
||||
jumpFancy(follower,2,leader)
|
||||
elsif follower.y-newY==2 && follower.x==newX
|
||||
jumpFancy(follower,8,leader)
|
||||
elsif follower.x!=newX || follower.y!=newY
|
||||
follower.moveto(newX,newY)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
class DependentEvents
|
||||
attr_reader :lastUpdate
|
||||
|
||||
def createEvent(eventData)
|
||||
rpgEvent = RPG::Event.new(eventData[3],eventData[4])
|
||||
rpgEvent.id = eventData[1]
|
||||
if eventData[9]
|
||||
# Must setup common event list here and now
|
||||
commonEvent = Game_CommonEvent.new(eventData[9])
|
||||
rpgEvent.pages[0].list = commonEvent.list
|
||||
end
|
||||
newEvent = Game_Event.new(eventData[0],rpgEvent,$MapFactory.getMap(eventData[2]))
|
||||
newEvent.character_name = eventData[6]
|
||||
newEvent.character_hue = eventData[7]
|
||||
case eventData[5] # direction
|
||||
when 2 then newEvent.turn_down
|
||||
when 4 then newEvent.turn_left
|
||||
when 6 then newEvent.turn_right
|
||||
when 8 then newEvent.turn_up
|
||||
end
|
||||
return newEvent
|
||||
end
|
||||
|
||||
def initialize
|
||||
# Original map, Event ID, Current map, X, Y, Direction
|
||||
events=$PokemonGlobal.dependentEvents
|
||||
@realEvents=[]
|
||||
@lastUpdate=-1
|
||||
for event in events
|
||||
@realEvents.push(createEvent(event))
|
||||
end
|
||||
end
|
||||
|
||||
def pbEnsureEvent(event, newMapID)
|
||||
events=$PokemonGlobal.dependentEvents
|
||||
for i in 0...events.length
|
||||
# Check original map ID and original event ID
|
||||
if events[i][0]==event.map_id && events[i][1]==event.id
|
||||
# Change current map ID
|
||||
events[i][2]=newMapID
|
||||
newEvent=createEvent(events[i])
|
||||
# Replace event
|
||||
@realEvents[i]=newEvent
|
||||
@lastUpdate+=1
|
||||
return i
|
||||
end
|
||||
end
|
||||
return -1
|
||||
end
|
||||
|
||||
def pbFollowEventAcrossMaps(leader,follower,instant=false,leaderIsTrueLeader=true)
|
||||
d=leader.direction
|
||||
areConnected=$MapFactory.areConnected?(leader.map.map_id,follower.map.map_id)
|
||||
# Get the rear facing tile of leader
|
||||
facingDirection=10-d
|
||||
if !leaderIsTrueLeader && areConnected
|
||||
relativePos=$MapFactory.getThisAndOtherEventRelativePos(leader,follower)
|
||||
# Assumes leader and follower are both 1x1 tile in size
|
||||
if (relativePos[1]==0 && relativePos[0]==2) # 2 spaces to the right of leader
|
||||
facingDirection=6
|
||||
elsif (relativePos[1]==0 && relativePos[0]==-2) # 2 spaces to the left of leader
|
||||
facingDirection=4
|
||||
elsif relativePos[1]==-2 && relativePos[0]==0 # 2 spaces above leader
|
||||
facingDirection=8
|
||||
elsif relativePos[1]==2 && relativePos[0]==0 # 2 spaces below leader
|
||||
facingDirection=2
|
||||
end
|
||||
end
|
||||
facings=[facingDirection] # Get facing from behind
|
||||
# facings.push([0,0,4,0,8,0,2,0,6][d]) # Get right facing
|
||||
# facings.push([0,0,6,0,2,0,8,0,4][d]) # Get left facing
|
||||
if !leaderIsTrueLeader
|
||||
facings.push(d) # Get forward facing
|
||||
end
|
||||
mapTile=nil
|
||||
if areConnected
|
||||
bestRelativePos=-1
|
||||
oldthrough=follower.through
|
||||
follower.through=false
|
||||
for i in 0...facings.length
|
||||
facing=facings[i]
|
||||
tile=$MapFactory.getFacingTile(facing,leader)
|
||||
# Assumes leader is 1x1 tile in size
|
||||
passable=tile && $MapFactory.isPassableStrict?(tile[0],tile[1],tile[2],follower)
|
||||
if i==0 && !passable && tile &&
|
||||
$MapFactory.getTerrainTag(tile[0],tile[1],tile[2]).ledge
|
||||
# If the tile isn't passable and the tile is a ledge,
|
||||
# get tile from further behind
|
||||
tile=$MapFactory.getFacingTileFromPos(tile[0],tile[1],tile[2],facing)
|
||||
passable=tile && $MapFactory.isPassableStrict?(tile[0],tile[1],tile[2],follower)
|
||||
end
|
||||
if passable
|
||||
relativePos=$MapFactory.getThisAndOtherPosRelativePos(
|
||||
follower,tile[0],tile[1],tile[2])
|
||||
# Assumes follower is 1x1 tile in size
|
||||
distance=Math.sqrt(relativePos[0]*relativePos[0]+relativePos[1]*relativePos[1])
|
||||
if bestRelativePos==-1 || bestRelativePos>distance
|
||||
bestRelativePos=distance
|
||||
mapTile=tile
|
||||
end
|
||||
if i==0 && distance<=1 # Prefer behind if tile can move up to 1 space
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
follower.through=oldthrough
|
||||
else
|
||||
tile=$MapFactory.getFacingTile(facings[0],leader)
|
||||
# Assumes leader is 1x1 tile in size
|
||||
passable=tile && $MapFactory.isPassableStrict?(tile[0],tile[1],tile[2],follower)
|
||||
mapTile=passable ? mapTile : nil
|
||||
end
|
||||
if mapTile && follower.map.map_id==mapTile[0]
|
||||
# Follower is on same map
|
||||
newX=mapTile[1]
|
||||
newY=mapTile[2]
|
||||
deltaX=(d == 6 ? -1 : d == 4 ? 1 : 0)
|
||||
deltaY=(d == 2 ? -1 : d == 8 ? 1 : 0)
|
||||
posX = newX + deltaX
|
||||
posY = newY + deltaY
|
||||
follower.move_speed=leader.move_speed # sync movespeed
|
||||
if (follower.x-newX==-1 && follower.y==newY) ||
|
||||
(follower.x-newX==1 && follower.y==newY) ||
|
||||
(follower.y-newY==-1 && follower.x==newX) ||
|
||||
(follower.y-newY==1 && follower.x==newX)
|
||||
if instant
|
||||
follower.moveto(newX,newY)
|
||||
else
|
||||
pbFancyMoveTo(follower,newX,newY,leader)
|
||||
end
|
||||
elsif (follower.x-newX==-2 && follower.y==newY) ||
|
||||
(follower.x-newX==2 && follower.y==newY) ||
|
||||
(follower.y-newY==-2 && follower.x==newX) ||
|
||||
(follower.y-newY==2 && follower.x==newX)
|
||||
if instant
|
||||
follower.moveto(newX,newY)
|
||||
else
|
||||
pbFancyMoveTo(follower,newX,newY,leader)
|
||||
end
|
||||
elsif follower.x!=posX || follower.y!=posY
|
||||
if instant
|
||||
follower.moveto(newX,newY)
|
||||
else
|
||||
pbFancyMoveTo(follower,posX,posY,leader)
|
||||
pbFancyMoveTo(follower,newX,newY,leader)
|
||||
end
|
||||
end
|
||||
else
|
||||
if !mapTile
|
||||
# Make current position into leader's position
|
||||
mapTile=[leader.map.map_id,leader.x,leader.y]
|
||||
end
|
||||
if follower.map.map_id==mapTile[0]
|
||||
# Follower is on same map as leader
|
||||
follower.moveto(leader.x,leader.y)
|
||||
else
|
||||
# Follower will move to different map
|
||||
events=$PokemonGlobal.dependentEvents
|
||||
eventIndex=pbEnsureEvent(follower,mapTile[0])
|
||||
if eventIndex>=0
|
||||
newFollower=@realEvents[eventIndex]
|
||||
newEventData=events[eventIndex]
|
||||
newFollower.moveto(mapTile[1],mapTile[2])
|
||||
newEventData[3]=mapTile[1]
|
||||
newEventData[4]=mapTile[2]
|
||||
if mapTile[0]==leader.map.map_id
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
def debugEcho
|
||||
self.eachEvent { |e,d|
|
||||
echoln d
|
||||
echoln [e.map_id,e.map.map_id,e.id]
|
||||
}
|
||||
end
|
||||
|
||||
def pbMapChangeMoveDependentEvents
|
||||
events=$PokemonGlobal.dependentEvents
|
||||
updateDependentEvents
|
||||
leader=$game_player
|
||||
for i in 0...events.length
|
||||
event=@realEvents[i]
|
||||
pbFollowEventAcrossMaps(leader,event,true,i==0)
|
||||
# Update X and Y for this event
|
||||
events[i][3]=event.x
|
||||
events[i][4]=event.y
|
||||
events[i][5]=event.direction
|
||||
# Set leader to this event
|
||||
leader=event
|
||||
end
|
||||
end
|
||||
|
||||
def pbMoveDependentEvents
|
||||
events=$PokemonGlobal.dependentEvents
|
||||
updateDependentEvents
|
||||
leader=$game_player
|
||||
for i in 0...events.length
|
||||
event=@realEvents[i]
|
||||
pbFollowEventAcrossMaps(leader,event,false,i==0)
|
||||
# Update X and Y for this event
|
||||
events[i][3]=event.x
|
||||
events[i][4]=event.y
|
||||
events[i][5]=event.direction
|
||||
# Set leader to this event
|
||||
leader=event
|
||||
end
|
||||
end
|
||||
|
||||
def pbTurnDependentEvents
|
||||
events=$PokemonGlobal.dependentEvents
|
||||
updateDependentEvents
|
||||
leader=$game_player
|
||||
for i in 0...events.length
|
||||
event=@realEvents[i]
|
||||
pbTurnTowardEvent(event,leader)
|
||||
# Update direction for this event
|
||||
events[i][5]=event.direction
|
||||
# Set leader to this event
|
||||
leader=event
|
||||
end
|
||||
end
|
||||
|
||||
def eachEvent
|
||||
events=$PokemonGlobal.dependentEvents
|
||||
for i in 0...events.length
|
||||
yield @realEvents[i],events[i]
|
||||
end
|
||||
end
|
||||
|
||||
def updateDependentEvents
|
||||
events=$PokemonGlobal.dependentEvents
|
||||
return if events.length==0
|
||||
for i in 0...events.length
|
||||
event=@realEvents[i]
|
||||
next if !@realEvents[i]
|
||||
event.transparent=$game_player.transparent
|
||||
if event.jumping? || event.moving? ||
|
||||
!($game_player.jumping? || $game_player.moving?)
|
||||
event.update
|
||||
elsif !event.starting
|
||||
event.set_starting
|
||||
event.update
|
||||
event.clear_starting
|
||||
end
|
||||
events[i][3]=event.x
|
||||
events[i][4]=event.y
|
||||
events[i][5]=event.direction
|
||||
end
|
||||
# Check event triggers
|
||||
if Input.trigger?(Input::USE) && !$game_temp.in_menu && !$game_temp.in_battle &&
|
||||
!$game_player.move_route_forcing && !$game_temp.message_window_showing &&
|
||||
!pbMapInterpreterRunning?
|
||||
# Get position of tile facing the player
|
||||
facingTile=$MapFactory.getFacingTile()
|
||||
# Assumes player is 1x1 tile in size
|
||||
self.eachEvent { |e,d|
|
||||
next if !d[9]
|
||||
if e.at_coordinate?($game_player.x, $game_player.y)
|
||||
# On same position
|
||||
if not e.jumping? && (!e.respond_to?("over_trigger") || e.over_trigger?)
|
||||
if e.list.size>1
|
||||
# Start event
|
||||
$game_map.refresh if $game_map.need_refresh
|
||||
e.lock
|
||||
pbMapInterpreter.setup(e.list,e.id,e.map.map_id)
|
||||
end
|
||||
end
|
||||
elsif facingTile && e.map.map_id==facingTile[0] &&
|
||||
e.at_coordinate?(facingTile[1], facingTile[2])
|
||||
# On facing tile
|
||||
if not e.jumping? && (!e.respond_to?("over_trigger") || !e.over_trigger?)
|
||||
if e.list.size>1
|
||||
# Start event
|
||||
$game_map.refresh if $game_map.need_refresh
|
||||
e.lock
|
||||
pbMapInterpreter.setup(e.list,e.id,e.map.map_id)
|
||||
end
|
||||
end
|
||||
end
|
||||
}
|
||||
end
|
||||
end
|
||||
|
||||
def removeEvent(event)
|
||||
events=$PokemonGlobal.dependentEvents
|
||||
mapid=$game_map.map_id
|
||||
for i in 0...events.length
|
||||
if events[i][2]==mapid && # Refer to current map
|
||||
events[i][0]==event.map_id && # Event's map ID is original ID
|
||||
events[i][1]==event.id
|
||||
events[i]=nil
|
||||
@realEvents[i]=nil
|
||||
@lastUpdate+=1
|
||||
end
|
||||
events.compact!
|
||||
@realEvents.compact!
|
||||
end
|
||||
end
|
||||
|
||||
def getEventByName(name)
|
||||
events=$PokemonGlobal.dependentEvents
|
||||
for i in 0...events.length
|
||||
if events[i] && events[i][8]==name # Arbitrary name given to dependent event
|
||||
return @realEvents[i]
|
||||
end
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
def removeAllEvents
|
||||
events=$PokemonGlobal.dependentEvents
|
||||
events.clear
|
||||
@realEvents.clear
|
||||
@lastUpdate+=1
|
||||
end
|
||||
|
||||
def removeEventByName(name)
|
||||
events=$PokemonGlobal.dependentEvents
|
||||
for i in 0...events.length
|
||||
if events[i] && events[i][8]==name # Arbitrary name given to dependent event
|
||||
events[i]=nil
|
||||
@realEvents[i]=nil
|
||||
@lastUpdate+=1
|
||||
end
|
||||
events.compact!
|
||||
@realEvents.compact!
|
||||
end
|
||||
end
|
||||
|
||||
def addEvent(event,eventName=nil,commonEvent=nil)
|
||||
return if !event
|
||||
events=$PokemonGlobal.dependentEvents
|
||||
for i in 0...events.length
|
||||
if events[i] && events[i][0]==$game_map.map_id && events[i][1]==event.id
|
||||
# Already exists
|
||||
return
|
||||
end
|
||||
end
|
||||
# Original map ID, original event ID, current map ID,
|
||||
# event X, event Y, event direction,
|
||||
# event's filename,
|
||||
# event's hue, event's name, common event ID
|
||||
eventData=[
|
||||
$game_map.map_id,event.id,$game_map.map_id,
|
||||
event.x,event.y,event.direction,
|
||||
event.character_name.clone,
|
||||
event.character_hue,eventName,commonEvent
|
||||
]
|
||||
newEvent=createEvent(eventData)
|
||||
events.push(eventData)
|
||||
@realEvents.push(newEvent)
|
||||
@lastUpdate+=1
|
||||
event.erase
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
class DependentEventSprites
|
||||
def initialize(viewport,map)
|
||||
@disposed=false
|
||||
@sprites=[]
|
||||
@map=map
|
||||
@viewport=viewport
|
||||
refresh
|
||||
@lastUpdate=nil
|
||||
end
|
||||
|
||||
def refresh
|
||||
for sprite in @sprites
|
||||
sprite.dispose
|
||||
end
|
||||
@sprites.clear
|
||||
$PokemonTemp.dependentEvents.eachEvent { |event,data|
|
||||
if data[0]==@map.map_id # Check original map
|
||||
@map.events[data[1]].erase
|
||||
end
|
||||
if data[2]==@map.map_id # Check current map
|
||||
@sprites.push(Sprite_Character.new(@viewport,event))
|
||||
end
|
||||
}
|
||||
end
|
||||
|
||||
def update
|
||||
if $PokemonTemp.dependentEvents.lastUpdate!=@lastUpdate
|
||||
refresh
|
||||
@lastUpdate=$PokemonTemp.dependentEvents.lastUpdate
|
||||
end
|
||||
for sprite in @sprites
|
||||
sprite.update
|
||||
end
|
||||
end
|
||||
|
||||
def dispose
|
||||
return if @disposed
|
||||
for sprite in @sprites
|
||||
sprite.dispose
|
||||
end
|
||||
@sprites.clear
|
||||
@disposed=true
|
||||
end
|
||||
|
||||
def disposed?
|
||||
@disposed
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
Events.onSpritesetCreate += proc { |_sender,e|
|
||||
spriteset = e[0] # Spriteset being created
|
||||
viewport = e[1] # Viewport used for tilemap and characters
|
||||
map = spriteset.map # Map associated with the spriteset (not necessarily the current map)
|
||||
spriteset.addUserSprite(DependentEventSprites.new(viewport,map))
|
||||
}
|
||||
|
||||
Events.onMapSceneChange += proc { |_sender,e|
|
||||
mapChanged = e[1]
|
||||
if mapChanged
|
||||
$PokemonTemp.dependentEvents.pbMapChangeMoveDependentEvents
|
||||
end
|
||||
}
|
||||
Reference in New Issue
Block a user